Large Beast, Any Chaotic Alignment
Armor Class 15 Natural Armor
Hit Points 140 (16d8 + 48)
Speed 60 ft., Swim 30 ft., Climb 10 ft.
STR
17 (+3)
DEX
18 (+4)
CON
15 (+2)
INT
8 (-1)
WIS
6 (-2)
CHA
12 (+1)
Saving Throws DEX +6, CON +4
Skills Acrobatics +8
Damage Vulnerabilities Acid, Fire, Lightning, Poison, Slashing
Damage Resistances Bludgeoning, Cold, Force, Psychic, Thunder
Damage Immunities Necrotic
Condition Immunities Restrained
Senses Passive Perception 14
Languages Common All animal languages
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

Actions

Hooves. Ranged Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit:  20 (4d6 + 4) bludgeoning damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (3d6 +4) piercing damage.

Reactions

As a reaction, if Alacrity is attacked during a surprise round she can make a blind kick reaction. If she succeeds in hitting, her hooves do 2d6 bludgeoning damage.

Description

Alacrity started as a simple riding horse. Along the road, she made friends with the Foxy Irregulars and befriended a druid named Grumble - who commenced on awakening her and her friend Steadfast. Many, many brave actions and horrible stories later she was elevated to the previously-unknown rank of Brigadier General of the Waterdeep militia in reaction to the incursion of the orcs in the vicinity.

In the next few months her intelligence, skills, and abilites grew, and she learned many a powerful attack with hooves and teeth. Now, she has grown so powerful and verbose that all in her path quake in fear!

Lair and Lair Actions

On an initiative count of 10 and with a Player-rolled roll of 10 or less, the Brigadier Generals warhorse minions appear in counts of 2 at a time. They are standard Warhorses with no riders, but awakened and able to fight without riders under their General. These stay on the field until the following round, or when another lair action is triggered.

On an initiative count of 15 and with a GM-rolled roll of 15 or higher, the lair itself turns to soft sand, creating difficult terrain unless ones favored terrain is desert. This stays until the following round, or when another lair action is triggered.

On an initiative count of 20 and with a cumulative group-roll of All Natural 20's, General Brigadier Alacrity regresses to a yearling foal, complete with all skills, traits, and abilities, tucked into an adorably awkward baby body. This extends the Brigadier General's lifespan, is a permanent change, and ends the battle.

Previous Versions

Name Date Modified Views Adds Version Actions
12/18/2019 6:17:19 AM
3
1
1
Coming Soon

Monster Tags: NPC

Habitat: CoastalDesertForestGrasslandHill

IstaSharrasi

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