Medium Fiend, Chaotic Evil
AC 17 (Shield)    Initiative +4 (14)
HP 63 (6d8)
Speed 40 ft.
Mod Save
STR 14 +2 +4
DEX 14 +2 +4
CON 14 +2 +4
Mod Save
INT 10 +0 +0
WIS 16 +3 +5
CHA 12 +1 +5
Skills Perception +7, Stealth +5, Survival +7
Immunities Charmed, Frightened
Senses Darkvision 60 ft.; Passive Perception 17
Languages Abyssal
CR 3 (XP 700; PB +2)
Traits

Labyrinthine Recall. The beastman hornbearer can perfectly recall any path it has traveled.

Keen Hearing and Smell. The beastman hornbearer has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Prince of Beasts' authority. Every beastman creature within 150 ft. of the beastman hornbearer gains a +2 bonus to attack rolls.

Sneak attack. Once per turn, the beastman hornbearer can add an extra 6 (2d6) damage to an attack if at least one ally is present within 5 ft. of the target.

Upfront agression. While Bloodied, the beastman hornbearer's damage is halved and the following traits are lost : Prince of Beasts' authority.

Actions

Multiattack. The beastman hornbearer makes two attacks, in any combination.

Monstrous Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 6 (2d4 + 2) bludgeoning damage.

Shield bash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage. The target is then pushed 5 ft. backwards.

 

Bonus Actions

Strike and fade. The hornbearer can cause a Beastman warrior to Disengage and move up to its speed. If the warrior is Bloodied it can also make an attack against an eligible target before moving out of melee.

Herd recall. If the tides of battle don't turn in favor of the beastmen's side, the hornbearer can sound the retreat with its horn. All the remaining beastmen can then disengage and move up to their speed. Every bloodied beastman warrior can make an attack against an eligible target before doing so.

Reactions

Bellowing horn. If at least two enemies are within its melee range, the hornbearer can attempt to destabilize them by blowing its horn, causing them to make a DC 14 Charisma saving throw. On a failure they are Deafened and Incapacitated until the end of their next turn.

Habitat: DesertForestGrasslandHill

Le_Jhabermaloch

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