Large Swarm of Large beasts, Neutral
Armor Class 16 Natural Armor
Hit Points 50 (5d10 + 5)
Speed 35 ft., Normal walking speed, will wander at 25 speed in the wild
STR
18 (+4)
DEX
11 (+0)
CON
20 (+5)
INT
7 (-2)
WIS
14 (+2)
CHA
9 (-1)
Saving Throws STR +7, CON +8
Skills Intimidation +6, Nature +4
Damage Resistances Force
Senses Tremorsense They’re really big, so tremors stand out to them as they are usually sturdy creatures, Passive Perception 1
Languages Goblin Only understands it Grunting, understands goblinoid and simple statements
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Hardy. Charjorn have contests of strength, head butting and whacking their tails at each other. The first Charjorn to back out or fall over loses, and the victor Charjorn has a higher rank in it’s herd than the loser.

Spellcasting. The Charjorn is a 1-level spellcaster. Its spellcasting ability is it can pick up pieces of earth and fling them at opponents. It can only do this once per day.

Actions

Head Butt. The Charjorn head butts a target 5 feet or closer from itself, dealing 1d4 piercing and 1d4 burgeoning damage and knocking the target back 10 feet.

Tail impale. The Charjorn uses the spike on the end of it’s tail to impale the target deal 2d8 + 4 piercing damage to a target , and can also get a target behind the first up to 10 feet behind the Charjorn.

Kick. The Charjorn kicks with one of it’s legs, dealing 1d4 damage to the target and going through armor. It can kick a target 5 feet away from it in any direction.

Tail bash. The Charjorn bashes it’s spiky tail isn’t a target up to 10 feet away from the back of it. It deals 1d4 bludgeoning damage and 1d4 - 1 piercing damage.

Reactions

Startled Charge. If a Charjorn is startled badly enough (person who startled the Charjorn must succeed a Wisdom saving throw of 16, adding their animal handling score) they do what they were named for, charge. They will charge for 150 feet. Anyone caught in the charge takes 2d8 bludgeoning damage, and if they hit a wall they take 1d4 piercing and 1d4 force damage. If the Charjorn hits the wall, they take 1d8 force damage.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Description

(See picture (not colored)) They have grey-silver, shaggy hair with dark green skin underneath. They have hard, flat heads a pair of black horns, and a pair a little smaller underneath. They have flat-ish eyes under a black monobrow, with a flat nose that has a black horn on it (like a rhino). It has a muscular body with thick, muscular legs that end in sturdy hooves. Their tail has black spikes along it and ends in a large, black spike. They stand about 7 feet tall and 10 feet long.They can be ridden, so tamed Charjorns will usually have a saddle.

Lair and Lair Actions

Charjorns are either nomadic creatures, roaming the grasslands and hills to find new grass for food, or they find shelter in caves  in the lower parts of mountains or rocky stables made by other goblins, claiming a territory where they can find berries or fresh plants for food. They live in herds of 8-15 Charjorns.

Lair actions.

Rock Descent: The Charjorn uses what little magical power it has to release a rock from a crater in it’s caves wall. The rock rolls down a slide and through the crater, crushing things in the way, and stopping in a cavity in the wall on the other side or if it hits a Charjorn. If anyone other than the Charjorn is hit by it, it rolls them over, making the prone and dealing 3d6 bludgeoning damage.

Regional Effects

Ground hurl: Each Charjorn rips a chunk of earth out of the Earth and hurls it at an opponent threatening it’s herd. They can only do this once per day. If the earth chunk hits an opponent, it deals 3d4 bludgeoning damage time the target.

Monster Tags: ArmorGoblinoid

Habitat: GrasslandHillMountain

TytaniumV

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