Shard-Mutated Draft Horse

Armor Class: 13 (natural armor)

Hit Points: 57 (6d10 + 24)

Speed: 60 ft.

STR13(+1)
DEX13(+1)
CON24(+7)
INT5(-3)
WIS14(+2)
CHA2(-4)

Saving Throws: STR +7, CON +6

Skills: Perception +2

Damage Resistances: Force

Condition Immunities: Frightened

Senses: Darkvision 60 ft., Passive Perception 12

Languages: None

Challenge: 3

Prof. Bonus +2

Shard Metabolism. Shardisite crystal formations protrude from the horse's spine, shoulders, and flanks. When the horse takes 10 or more damage from a single hit, it sheds shard fragments -- each creature within 5 ft. takes 3 (1d6) force damage.

Trampling Charge. If the horse moves at least 20 ft. straight toward a target and hits with a Hooves attack, the target must succeed on a DC 15 Str save or be knocked prone. If prone, the horse can make one additional Hooves attack against it as a bonus action.

Unstable Core. When the horse drops to 0 HP, the shard formations in its body detonate. Each creature within 10 ft. must succeed on a DC 13 Con save or take 10 (3d6) force damage, half on success.

Multiattack. The horse makes two Hooves attacks.

Hooves. Melee: +7 to hit, reach 5 ft. Hit: 12 (2d6+5) bludgeoning + 3 (1d6) force damage.

Shard Burst (Recharge 5-6). The horse rears and expels a burst of crystalline shard energy in a 15-ft. cone. Each creature in the area must succeed on a DC 13 Con save or take 14 (4d6) force damage and have their speed reduced by 10 ft. until the end of their next turn. Half damage on success, no speed reduction. Unpredictable and in constant pain.

Lore

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  • homebrew_rules_reference/creatures_adversaries/shard-mutated-draft-horse.txt
  • Last modified: 4 weeks ago
  • by drefizzle