Enrobed in a spectral, green light, this equine fiend bears a mottled hide a few shades darker. Unlike a true horse, the daymare is hairless. Its tail is constructed from vertebrae and its mane from cartilage spurs. The daymare's hooves are not bone, but eternally frozen ice instead. Often, the beast is used as a steed for the minions of Hypatatos the Dreamhunter.
Daymare
Medium undead, Chaotic Evil
Armor Class
11
Hit Points
52 (7d10 + 14)
Speed
30ft
Climb
60ft
Str 18 Dex 16 Con 14 Int 6 Wis 15 Cha 13
Damage Resistancesnecrotic, psychic
Damage Immunities cold
Condition Immunities exhaustion, frightened
Sensesdarkvision 60 ft., passive Perception 12
Languages-
Challenge
3 (700 XP)
Illumination. The daymare sheds dim light in a 10ft radius. This ability is not affected by a sleepwalker's Doom and Gloom ability.
Restless.
The daymare does not sleep and is immune to effects that would make it sleep.
Actions
Hooves.
+6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6)cold damage.
Fear Bolt.
+4 to hit, range 60 ft., one target. Hit: 11 (2d8+2) psychic damage. In addition, the creature must succeed on a DC 12 Wisdom save or drop whatever it is holding and become Frightened for the next minute.
While Frightened by this ability, a creature must take the Dash action or move away from the daymare by the safest available routes on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location that does not have line of sight of you, the creature can repeat this saving throw. On a successful save, the effect ends for that creature.
Ethereal Stride.
The daymare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.
Climb 60ft
Str 18 Dex 16 Con 14 Int 6 Wis 15 Cha 13
Damage Immunities cold
Condition Immunities exhaustion, frightened
Sensesdarkvision 60 ft., passive Perception 12
Languages-
Challenge
3 (700 XP)
Illumination.
The daymare sheds dim light in a 10ft radius. This ability is not affected by a sleepwalker's Doom and Gloom ability.
Restless.
The daymare does not sleep and is immune to effects that would make it sleep.
Actions
Hooves.
+6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6)cold damage.
Fear Bolt.
+4 to hit, range 60 ft., one target. Hit: 11 (2d8+2) psychic damage. In addition, the creature must succeed on a DC 12 Wisdom save or drop whatever it is holding and become Frightened for the next minute.
While Frightened by this ability, a creature must take the Dash action or move away from the daymare by the safest available routes on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location that does not have line of sight of you, the creature can repeat this saving throw. On a successful save, the effect ends for that creature.
Ethereal Stride.
The daymare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.
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