Large Aberration, Unaligned
Armor Class 9 (natural armor)
Hit Points 40 (5d10 + 15)
Speed 50 ft.
STR
20 (+5)
DEX
8 (-1)
CON
16 (+3)
INT
1 (-5)
WIS
9 (-1)
CHA
3 (-4)
Saving Throws STR +7
Damage Vulnerabilities Force, Psychic
Condition Immunities Frightened
Senses Passive Perception 9
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Lesser corrupted. The Charger horse is considered to be an undead, beast, and aberration for abilities and spells 

Charge. For every 20 ft a charger horse moves in a straight line on its turn, its next attack will do an additional 8 (2d8) Bludgeoning damage up to a maximum of  24 (6d8) Bludgeoning damage. In addition, the creature must succeed on a DC 15 Strength saving throw or be pushed back 10ft.

 

Actions

Hooves. Melee Weapon Attack: +6 to hit, range 5ft., 1 target. Hit: 13 (2d8 + 5) bludgeoning damage

Description

Overview. Chargers are normal horses that were corrupted by a curse. 

Tactics. Civilians are incredibly stupid and would be unlikely to come up with any of their own tactics. However, if someone is somehow leading them, the Chargers excel in wide-open areas where they can make good use of their Charge Trait. 

As a side note, if the spell [spell]Long Strider[spell] is cast on a charger, it would allow it to get the last 2D8 worth of Bludgeoning damage on its charge Trait.

Trash732

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