Traits
Crimson Glow. Blighthoof's nose radiates a disturbing, blood-red light. The light emits bright light in a 60-foot radius and dim light for an additional 30 feet. Any creature that starts its turn within this radius must succeed on a DC 16 Wisdom saving throw or be overwhelmed with terror, becoming frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on the saving throw is immune to Blighthoof's Crimson Glow for the next 24 hours.
Infernal Charge. If Blighthoof moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is knocked prone, Blighthoof can make one hoof attack against it as a bonus action.
Hellish Flight. Blighthoof's flying speed is magical, allowing him to hover and maneuver with unnatural precision. While flying, Blighthoof ignores difficult terrain caused by snow or strong winds and can’t be knocked prone or restrained by nonmagical means.
Radiant Corruption. The light from Blighthoof's nose is corrupted radiance, dealing necrotic damage instead of radiant. Any creature that touches or makes a melee attack against Blighthoof takes 1d6 necrotic damage.
Multiattack. Blighthoof makes two attacks: one with his Gore and one with his Hooves.
Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 6) piercing damage.
Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 6) bludgeoning damage. If the target is prone, this attack deals an additional 2d6 necrotic damage.
Red Beam (Recharge 5–6). Blighthoof’s nose emits a deadly crimson beam of corrupted energy. Blighthoof targets one creature within 60 feet. The creature must make a DC 17 Dexterity saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much on a successful one.
Dark Blizzard (Recharge 5–6). Blighthoof calls forth a swirling blizzard of necrotic snow in a 30-foot radius centered on himself. The area becomes heavily obscured for 1 minute, and any creature other than Blighthoof that starts its turn in the area takes 2d6 cold damage and must succeed on a DC 17 Constitution saving throw or gain one level of exhaustion. The blizzard moves with Blighthoof.
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Blighthoof can take 3 legendary actions, 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. Blighthoof regains spent legendary actions at the start of his turn.
- Move. Blighthoof moves up to his speed.
- Hoof Smash. Blighthoof makes a hoof attack.
- Crimson Glare (Costs 2 Actions). Blighthoof focuses the power of his nose’s glow on a single target. The target must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn.
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Description
Description:
Once a symbol of holiday cheer, Blighthoof, the Crimson-Nosed Nightmare, is now a twisted creature of malevolence. His once-bright nose now radiates corrupted light that fills those who see it with fear. Empowered by dark forces, Blighthoof strikes terror into the hearts of those who witness his crimson beam and flies through storms of necrotic snow, a harbinger of endless night. With hooves that stomp the life out of his prey and a malevolent gleam in his eyes, Blighthoof is a relentless force of holiday ruin.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Blighthoof can take a lair action to cause one of the following effects; Blighthoof can’t use the same effect two rounds in a row:
- Eternal Night. The sky above Blighthoof’s lair darkens unnaturally for 1 minute. All light sources within 60 feet of him shed dim light instead of bright light, and creatures within 60 feet of Blighthoof have disadvantage on attack rolls and Wisdom (Perception) checks relying on sight.
- Frosted Ground. Icy spikes burst from the ground in a 20-foot radius centered on a point Blighthoof can see. Each creature in that area must succeed on a DC 17 Dexterity saving throw or take 4d6 piercing damage and have their speed reduced to 0 until the start of Blighthoof’s next turn.
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