Charge. If the Aspect of the Beast moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Legendary Resistance (1/Day). If the Aspect of the Beast fails a saving throw, it can choose to succeed instead.
Multiattack. The Aspect of the Beast attacks twice with its greataxe or once with its greataxe and once with its gore.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage and 5 (2d4) necrotic damage.
Necrotic Roar (Recharge 5-6). All creatures in a 30 foot radius must succeed on a DC 14 Wisdom saving throw, taking 18 (4d8) necrotic damage and being frightened for 1 round on a failed save or taking half as much damage and not being frightened on a success.
Skeletal Pile (Recharge 5-6). The Aspect summons 2 1d4 skeletons within 15 feet of itself.
The Aspect can take 2 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 Aspect regains spent legendary actions at the start of its turn.
Attack. The Aspect can either use its gore or its greataxe attack.
Bullrush (Costs 2 Actions). The Aspect moves up to half of its movement towards a target and then makes a Gore attack.
Previous Versions
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10/29/2025 6:26:15 PM
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5
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0
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1
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Coming Soon
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