Magical Resistance. The chort has advantage on saving throws against spells and other magical effects.
Reach. The chorts claw and horn attacks have a range of 10 feet (included in the attack).
Hard Headed. The chort has advantage on checks and saving throws against being rendered stunned.
Stable Body. The chort has advantage on checks and saving throws against it being rendered prone.
Minor Regeneration. The chort regains 1d12 Hit Points at the start of its turn. If the chort takes acid or fire damage, this trait doesn't function at the start of the chort's next turn. The chort will die if it starts its turn with 0 Hit Points or less.
Aversion of Fire. If the chort takes fire damage, it has disadvantage on attack rolls until the end of its next turn.
Charge. If the chort moves 20 ft straight forward toward a target and then hits with a horn attack on the same turn, the target takes an extra 6 (1d12) damage. If the target is a creature, it must succeed on a DC 15 strength saving throw or be knocked prone.
Multiattack. The chort makes three attacks: one with its horns and two with its claws. The fiend may also replace one of its claw attacks with a bite attack.
Horns. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 5) bludgeoning damage. The target must make a strength saving throw DC 15 or be pushed back up to 10 feet away.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 5) slashing damage.
Description
The Chort
A spawn of the Beastlord, Malar, a chort is a savage hunter killer that dwells in dense forests, swamps, or even mountains. This large force of nature is a walking hulk of fur and muscle, sporting the curved antlers of a giant goat. With paws of sharp rending claws and jaws of armor piercing fangs this abomination is more than capable of killing fully armored soldiers in a few swipes. A chort is also a relative of the fiend, and the two act very similarly with only a few key differences, namely the lack of the use of its third eye. Although it has one, it does not appear to utilize it. Only a handful of chorts have been encountered by humans and elves and each was said to have its own distinct coloration and behavior. This suggests they adapt very well to their environment and are more than beasts, to those who research them. From stories of the famed, few that have survived a fiend ambush have noted that it has a particular vulnerability to flame, recoiling in pain at the prospect of being burned.
Nature
Usually a solitary creature and attracted by abundant sources of meat or sometimes even the worship of Malar himself, it prefers to dwell in its territory of the deep swamps, forests, and mountains. But if provoked or trespassed upon this creature will stalk and charge down all who tread in its territory, clearly demonstrating the preference of a more up-front approach when compared to its relative. Trees in the area will be scarred and most smaller predatory creatures will be scared off. Along with the littered remains of its unfortunate victims that it may strew about the environment it inhabits.
Chorts typically prowl their territory at night to hunt caribou, elk, and the occasional owlbear. When its territory is encroached upon the chort will find its target and fight them mercilessly. But be warned, for the regenerative powers of their body allow any light wounds they receive to heal at a rapid pace.
Lair and Lair Actions
Chorts prefer to live in caves that are far and out of the way of most civilization. They will go out of their way to hunt creatures in that area, and then bring them back to their cave to eat. If they cannot find a cave they may burrow one or use some large outcropping or live atop mountainous ranges. If these area to end of near humanoids villages, the chort may attack them, but usually only out of necessity or if any such humanoids wander into its territory. Chorts tend to only have a few miles of territory, unless they are a greater (legendary) chort, in which case it may extend to double that.
Regional Effects
The region containing a legendary chort’s lair creates one or more of the following effects:
- Animals can be found ripped to shreds and half eaten, mostly missing entrails and organs instead of things like limbs. As well as thick trails of blood where the chort may have dragged prey back to its lair.
- Predatory wildlife in the area may be more passive, running away from any travelers in the area, as they fear the chorts presence, and may actually leave the area all together if the chort has been there long enough.
- Trees in the area may be scarred and scratched, not only from the chorts claws but from it scratching them with its horns, as to mark its territory. In the case of the chort, they may also be completely knocked over as it likes to use its large curled horns like that of a ram.
- Trees may also have the faint odor of urine, which the chort also uses to mark its territory. The scent could potentially be recognizable to a ranger or druid trained in survival or nature on a medium DC check, as an example.
If the chort dies, these effects cease after 1d4 days.
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