Large Beast (Shapechanger)
AC 12    Initiative +1 (11)
HP 23 (3d10 + 3)
Speed 60 ft.
Mod Save
STR 18 +4 +4
DEX 12 +1 +1
CON 13 +1 +1
Mod Save
INT 2 −4 −4
WIS 12 +1 +3
CHA 7 −2 −2
Senses Darkvision 60; Passive Perception 11
Languages None
CR 1/2 (XP 100; PB +2)
Traits

Metamorphosis. Once per long rest, this horse can change their form for an hour. Roll 1d8 to decide the new form.


 

 

Normal Form(Result of 1):

-Nothing and the ability is used.

Nightmare Form(Result of 2): 

-Gains fly speed 90-ft (and hover) and immunity to fire.

-Grant Resistance to Fire damage to a rider while it is on it.

-Sheds Bright Light in a 10-ft radius and Dim Light for an additional 10-ft.

Seahorse Form(Result of 3):

-Gains swim speed 60-ft and Resistance to cold damage.

-Can breathe air & water.

-While underwater,  it can dash without provoking Opportunity Attacks.

Salamander horse Form(Result of 4):

-Gains Vulnerability Cold and immunity to fire.

-At the end of each of its turns, each creature in a 5-ft Emanation originating from the salamander takes 3(1d6) Fire damage.

Scaly horse Form(Result of 5):

-Gains Climb speed 30-ft, and it can climb difficult surfaces, including along ceilings, without needing to make an ability check.

 Horned horse Form(Result of 6):

-Gains a horn and immunity to poisoning, paralysing, charming and poison damage.

-Has Advantage on saving throws against spells and other magical effects.

 Skeleton horse Form(Result of 7):

-Gains immunity to poison damage, exhaustion and poisoning.

-Gains resistance to piercing damage and is vulnerable to bludgeoning damage.

-Does not need to breathe, sleep, eat or drink to survive. 

Worm horse Form(Result of 8): 

-Gains blindness, Tremorsense 40-ft and burrow speed 60-ft.

-Can burrow through solid rock at half its Burrow Speed and leaves a 10-ft diameter tunnel in its wake.


 

Actions

Multiattack (Can not be done in Normal Form). The horse makes two attacks: one with its hooves and one with a special form action.

Hooves (In All Forms). Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Bludgeoning damage.If the target is a Large or smaller creature and the horse moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the Prone condition.

Ram (Only In Seahorse Form). Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Bludgeoning damage, or 11 (2d8 + 2) Bludgeoning damage if the seahorse moved 20+ feet straight toward the target immediately before the hit.

Bite(Only In Salamander, Scaly & Worm Form ). Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) piercing damage  (Only In Salamander Form)  plus 3 (1d6) Fire damage.

Radiant Horn(Only In Horned Form). Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d10 + 4) Radiant damage.

Tail Stinger(Only In Worm Form). Melee Attack Roll: +14, reach 10 ft. Hit: 16 (2d6 + 9) Piercing damage plus 35 (10d6) Poison damage.

Bonus Actions

Bubble Dash (Only In Seahorse Form). While underwater, the seahorse moves up to half its Swim Speed without provoking Opportunity Attacks.

Monster Tags: Shapechangerbeast companionpetAny

Habitat: AnyUrban

Kizzball

Comments

Posts Quoted:
Reply
Clear All Quotes