| Mod | Save | ||
|---|---|---|---|
| STR | 17 | +3 | +3 |
| DEX | 10 | +0 | +0 |
| CON | 17 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 2 | −4 | −4 |
| WIS | 12 | +1 | +1 |
| CHA | 5 | −3 | −3 |
Sure-Footed. The Caphorn has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Aggressive Bulk. If a creature ends its turn within 10 feet of the Caphorn, the Caphorn can move up to 10 feet toward that creature without provoking attacks of opportunity as a reaction, provided it can see it.
Hook and Hurl. If the Caphorn hits a prone creature with its Gore attack, it can immediately attempt to wrench its horns upward. The target must succeed on a DC 12 Strength saving throw or be pushed up to 10 feet in a direction of the Caphorn’s choice. If pushed into a solid object, the creature takes 6 bludgeoning damage.
Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Charging Gore. If the Caphorn moves at least 20 feet straight toward a creature and then hits it with a Gore attack on the same turn, the target takes an extra 5 (1d10) piercing damage and must succeed on a DC 12 Strength saving throw or be knocked prone.
Description
Caphorns roam the wide southern grasslands in loose, shifting herds. Their hides are thick and leathery, marked with spiral bone ridges that run along their backs and down their powerful legs. Their chests and necks are covered in a thick fur, and their horns curve forward in spiralled arcs, tapering to blade-like points. Though they graze peacefully when undisturbed, Caphorns are notoriously aggressive toward intruders. When threatened, they lower their heads and charge with frightening speed, their hooves pounding in unison. Many travellers have learned too late that once a Caphorn commits to a charge, it does not break off until the threat is scattered or trampled.
- Created for the Satheryn Chronicles -
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