Legendary Resistance (3/Day). If Black Phillip fails a saving throw he can choose to succeed instead.
Abyssal Charge. If the black phillip moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 18 (5d6) necrotic damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.
Sure-Footed. Black Phillip has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Multiattack. Black Phillip makes a single ram attack and then can make one hooves attack if the creature is not prone, or two hooves attacks if the target is prone.
Infernal Ram. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 6) fire damage.
Obsidian Hooves. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 6) fire damage.
Black Phillip has three legendary actions, which regenerate at the beginning of his turn. Black Phillip can expend legendary actions at the end of another creature's turn to complete one of the following actions:
Nimble Movement (Costs 1 Action). Black Phillip can move up to his speed without provoking attacks of opportunity.
Obsidian Hooves (Costs 1 Action). Black Phillip uses his obsidian hooves to attack a creature within range.
Shattering Stomp (Costs 2 Actions). Black Phillip crashes down on the earth with his hooves, causing spikes of rock to erupt in a 30 ft. radius centered on himself. Every creature in this area must make a DC 18 Dexterity Saving Throw, taking 4d10 bludgeoning damage on a failure or half as much on a save. This area is now difficult terrain.
Description
Dost thou wish to live deliciously...
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