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Hexen Herd




Driven insane by a mix of fairy enchantment and ceaseless suffering, the hexen is a domesticated ox afflicted with an acute direfly infestation. The beast's massive horns are riddled with honeycomb lattices, its gaze jaundice with sickness and fury, and hair matted by seeping ichors. The creature is immediately hostile to anything not of its herd, even goring doting farmers who raised it and ensured it had every creature comfort.

Mad Cow. So thick is the madness in the hexen's veins that it lashes out without hesitation against those that even slightly rouse its ire. Some have sought to mitigate the danger the tormented ox presents by attacking it from range. Unfortunately, this merely whips the hexen's rage to a fever pitch and it charges the offender directly, often goring the attacker to death before turning on other foes.

Hexen Bulls. So complete are some infestations for particular hexen, that they metamorphosis from rabid beasts of burden into full-fledged monsters. New horns, crafted from direfly nests, erupt from its skull creating a chaotic bristle of natural weapons. Pus-swelled nodules cluster on its shoulders and hips. A noxious concoction of festering fluids oozes down its limbs, coating the hexen bull's hooves in a sticky glaze which glues its victims into place as the transformed ox stomps them into a paste.

Hexen

medium beast, chaotic evil

Armor Class 12 (natural armor)

Hit Points 30 (4d10 + 8)

Speed 40ft

Str 17 Dex 12 Con 14 Int 3 Wis 6 Cha 4

Condition Immunities confusion, frightened

Senses passive Perception 8.

Languages -

Challenge 1 (200 XP)

Charge:

If the ox moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 4 (1d6) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

Actions

Gore:

Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 8 (2d4+3) piercing damage.

Hooves:

Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6+3) bludgeoning damage.

Reactions

Mad Cow:

If the hexen takes more than 10 points of damage from a ranged weapon or spell attack it may immediately make a move to the creature that dealt the damage and if the ox reaches this creature it may make a gore attack.



Hexen Bull

Large monstrosity, chaotic evil

Armor Class 17 (natural armor)

Hit Points 102 (12d10 + 36)

Speed 40ft

Str 20 Dex 11 Con 16 Int 3 Wis 6 Cha 8

Condition Immunities confusion, frightened

Senses passive Perception 8.

Languages -

Challenge 5 (1,800 XP)

Charge:

If the ox moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 14 (4d6) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Actions

Gore:

Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit: 12 (2d6+5) piercing damage.

Hooves:

Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. In addition, if the target is a creature it must succeed on a DC 14 Strength save or be restrained by sticky ichor for the next minute. At the end of each of its turn, the creature may repeat this save, effect ending on success.

Vicious Frenzy (Recharge 6).

The hexen bull moves 40ft in a straight line. This movement does not provoke opportunity attacks and can move through enemy creatures. All creatures the hexen bull moves through must succeed on a DC 16 Dexterity save or take 21 (6d6) bludgeoning damage and are knocked prone and restrained by sticky ichors. On success, the creature takes half damage and is not knocked prone or restrained

Reactions

Mad Cow:

If the hexen takes more than 10 points of damage from a ranged weapon or spell attack it may immediately make a move to the creature that dealt the damage and if the ox reaches this creature it may make a gore attack.

Optional Rule: Stampede (1/day). Led by a hexen bull, a herd of hexen tramples a wide swath of land. The hexen herd all use their turn to move in a straight line 80 feet long and as wide as the number of hexen stampeding times 5ft. This movement does not provoke opportunity attacks. All creatures within this area of effect must succeed a DC 16 Dexterity save or take 28 (8d6) bludgeoning damage and are knocked prone. If a creature succeeds, they take half as much damage and are not knocked prone.

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