Large Aberration, Typically Neutral Evil
Armor Class 12
Hit Points 67 (9d10 + 18)
Speed 50 ft.
STR
18 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
9 (-1)
WIS
17 (+3)
CHA
16 (+3)
Saving Throws WIS +6
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages Deep Speech, Draconic, Telepathy 60 ft.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Innate Spellcasting. The equoid’s innate spellcasting ability is Charisma (spell save DC 14). The equoid can innately cast the following spells, requiring no components:

At will: detect evil and good, pass without trace

1/day each: calm emotions, dispel evil and good, entangle

Magic Resistance. The equoid has advantage on saving throws against spells and other magical effects.

Magic Weapons. The equoid’s weapon attacks are magical.

Actions

Multiattack. The equoid makes two attacks: one with its hooves and one with its bite.

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 12 (4d4 + 4) piercing damage.

Sapping Touch (3/Day). After the equoid has successfully bitten a creature, the target must make a DC 15 wisdom saving throw or become charmed by the equoid. A creature suffering this condition has disadvantage on wisdom and charisma saving throws against effects created by an equoid. On a successful save, they are immune to this effect for the next 24 hours.

Teleport (1/Day). The equoid magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the equoid is familiar with, up to 10 miles away.

Legendary Actions

The equoid can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The equoid regains spent legendary actions at the start of its turn.

Hooves. The equoid makes one attack with its hooves.

Absorbing Shield (Costs 2 Actions). The equoid creates an undulating magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the equoid’s next turn.

Drain Life (Costs 3 Actions). The equoid deals 11 (2d8 + 2) necrotic damage to a creature it can see which has been charmed by it, and recovers hitpoints equal to the damage dealt.

Description

The late-lifespan stage of an unfertilized equoid, this creature stands a hand taller than most horses, is heavily muscled, and has eyes nearer the front of its skull than most horses. Its diet is largely carnivorous, and it has the teeth for it. Generally, the goal of an equoid is to attract sentient beings to the sessile spawning equoid it serves, so they can be brought into service themselves or rendered as food. They generally don't venture more than 50 miles from their spawning point.

Habitat: Forest

Jakorosin

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