Devastating Charge. If the Chort moves at least 20 feet straight toward a target and then hits with an antler attack on the same turn, the target takes an extra 11 (2d10) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone, in which case the Chort can make another attack with its claws against it as a bonus action.
Regeneration. The Chort regains 10 hit points at the start of its turn if it has at least 1 hit point.
Legendary Resistance (1/day). If the Chort fails a saving throw, it can choice to succeed instead.
Multiattack. The Chort uses its Third Eye and makes two claw attacks.
Antlers. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage.
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage.
Third Eye. The Chort magically forces a creature it can see within 60 feet of it to make a DC 15 Charisma saving throw. If it fails, it comes under one of the following effects, chosen at random:
1. Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
2. Panicked. The target is frightened. On each of its turns, the frightened creature must take the Dash action and move away from the Chort by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from the Chort where it can no longer see the Chort, this effect ends.
3. Sickened. The target has disadvantage on attack rolls and ability checks. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The Chort can take 2 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Chort regains spent legendary actions at the start of its turn.
Claw Attack (Costs 1 Action). The Chort makes one claw attack.
Move (Costs 1 Actions). The Chort can move up to its speed without provoking opportunity attacks.
Third Eye (Costs 2 Actions). The Chort uses its third eye.
Description
Chorts are the somewhat smaller kin of morvudds. Yet any adventurer who thinks their diminutive stature means they present no danger commits a grave error — the kind that can end his career permanently. Chorts fight with little finesse, running straight towards their opponent and trying to mow him to the ground with the force of their charge. After downing their foe, they bite, kick, and strike with their claw tipped paws.
Hulking Menace. Their size alone makes morvudd's and chorts extremely dangerous — one blow from their powerful paws can kill a knight along with its fully-armored mount. Their enormous heft also makes them almost invulnerable to mundane weapons; the only sure way to put them down is magic and enchanted weapons. Furthermore, any wounds they receive heal at lightning speed. When a morvudd or chort is gravely wounded, it will fight with increased aggressiveness, caring little for its own security while it deals tremendous damage to what stands in its path. Morvudds are cunning fighters: if they are gravely wounded, they will retreat, counting on their regenerative ability, and charge back into the fight, completely healed.
Third Eye. As if they weren't already tough enough, morvudd's and chorts need not rely on their strength and stamina alone when fighting. Inexperienced hunters assume that the only danger coming from morvudds and chorts is physical, they will die in the seconds that follow. Morvudd's and chorts can call on a more refined weapon: the third eye located in the center of their forehead. They can use it to impede their prey with an array of powers. When this occurs, their victim does not see anything beyond this single burning eye — the last thing they see before their death. The morvudd's and chorts third eye defines this monster as a force with which to be reckoned.
Controversial Origins. Many theories abound on the origins of morvudds. The most popular ones give them a demonic ancestry, but truthfully none has ever be seen collaborating with demons or devils. Others believe them to have originated from the Feywild, basing this assumption on the somewhat similar powers they share with fomorians. It's true that these twisted giants have been known to take "pets", but imagining that the ferocious morvudds could have ever been one of them is a conclusion that few are willing to make. Uniquely in the Crimson Alliance, they may have been created by a powerful wizard known as Alzur, as they can be commonly found with many other monstrosities in the Alzur Wood.
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