Huge Celestial, Chaotic Neutral
Armor Class 19
Hit Points 495 (30d12 + 300)
Speed 80 ft., Climb 80 ft., Swim 80 ft.
STR
27 (+8)
DEX
28 (+9)
CON
30 (+10)
INT
16 (+3)
WIS
17 (+3)
CHA
12 (+1)
Saving Throws INT +11, WIS +11, CHA +9
Skills Animal Handling +19, Insight +11, Nature +11, Perception +11
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 80 ft., Passive Perception 21
Languages Common, Primordial, Sylvan and may telepathically communicate with all beasts and monstrosities regardless of distance
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits
Aura of Primal Energy. Any humanoid creature that starts its turn within 60 feet of the Horned God must make a DC 17 Wisdom saving throw or be charmed by the Horned God for one minute, whilst charmed in this way that creature must act like its closest bestial relative or an animal that is closely associated with its race (for example a raven for a Shadar-Kai). The creature may repeat the saving throw at the end of each of its turns or whenever the the Horned God or one of its allies damages it. If the creature is charmed for the entire minute it transforms into its bestial counterpart for 24 hours, the Greater Restoration or any Polymorph spell being able to end the effect early.
Special Equipment. The Horned God is equipped with the Golden Torc and is at all times accompanied by a Giant Constrictor Snake which does not have its own turn or a separate pool of hit points.
Symbol of Bestial Status. The Horned God may cast Dominate Beast at will without need for a material component (DC 17). Any beast that is allied with the Horned God has advantage on all to hit rolls whilst within 60 feet of it.
Actions

Multiattack. The Horned God makes an attack with the golden Torc and its Gore, followed by the snake making an attack.

The Golden Torc. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 15 (3d4+8) Bludgeoning damage plus 21 (6d6) Force damage.

Gore. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 21 (3d8+8) Bludgeoning damage.
Snake Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) Piercing damage. This attack is made at advantage due to the Symbol of Bestial Status trait.
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) Bludgeoning damage. If the target is a creature it is grappled (DC 16 to escape). Until the grapple ends the creature is also restrained and the Horned God cannot grapple another creature with this attack. This attack is made at advantage due to the Symbol of Bestial Status trait.
Army of Oak (3/Day). The Horned God casts Barkskin on itself, this spell then also affects up to 25 willing beasts within 60 feet of the Horned God.
Legendary Actions
The Horned God can take 3 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 Horned God regains spent legendary actions at the start of its turn.
Gore. The Horned God makes a Gore attack.
Animate Forest (Costs 2 Actions). All Plants within 60 feet of the Horned God are animated until the start of the next creatures turn. These Plants may as a reaction make an attack against any creature within 5 feet of them. If the Plant is tiny the attack has +10 to hit and deals 1 Bludgeoning, Piercing or Slashing damage. For every size class above tiny the to hit roll is reduced by 1 but the damage dice is increased by one class and modified by an additional +1(1 -> 3 (1d4+1) -> 5 (1d6+2) -> 7 (1d8+3) -> 9 (1d10+4) -> 11 (1d12+5)).
Curse of the Frog Prince (Costs 3 Actions). The Horned God touches a creature within 10 feet of it. That creature must make a DC 19 Wisdom saving throw or begin to transform into a frog. On every subsequent turn the creature must repeat the saving throw, keep a tally of failures and successes. If it reaches a total of three failures it permanently transforms into a frog, on three successes it is immune to the curse of the frog prince for 24 hours.

Description

Not a very powerful god, because it is mostly worshiped by lowly beasts. The fact the it has horns resembling those of a Giant Deer makes it likely that it is in fact a Deer that has attained godhood in ancient times when the beasts were smart enough to engage in proper worship. Even though it is probably just an overgrown Deer, the fact that it is a minor god still makes it quite powerful when compared to mortals.

Lair and Lair Actions

Lair Actions

When fighting inside its lair, the Horned God can take lair actions. On initiative count 20 (losing initiative ties), the Horned God takes a lair action to cause one of the following effects:
  • Within 1d4+1 rounds 2d6 animals of CR 1 or lower appear to aid the Horned God in combat.
  • All terrain within 240 feet of the Horned God becomes difficult terrain and any creature moving through it takes 2 (1d4) Piercing damage per 10 feet moved through it.
  • All creature within 120 feet of the Horned God must make a saving throw against its Aura of Primal Energy trait.

Regional Effects

The Forest of the Horned One is an Ancient Forest within the Primal Plane. All of the following effects are true for there.
  • Wild animals within the Forest of the Horned One may grow up to two size classes bigger than they normally are.
  • A creature that spends more than a month in the Forest of the Horned One must make a DC 17 Wisdom saving throw, with the DC being increased by 1 for every month beyond the first spent there, or have its mental stats all become 5 and act as a wild animal.
  • Any animal that enters the Forest of the Horned One turns wild upon entry.

 

Abibe_the_Witchdoctor

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