Skip to main content

The Hollow-Horned




Covered with pus-mattered fur and patches of putrid flesh, the hollow-horned was once a goat that grew to tremendous size by grazing on the necrotic leavings after Living Death swept the region. Of course, it soon succumbed to what it consumed. Its great, curled rack hangs broken from its temples, held in place by tendrils of ectoplasm. Its black hooves seep power to other shamblers. Its call is one of a multitude of miseries able to chill the blood of even the most stalwart souls.


-Records of the Charnel House

The Hollow-Horned

Large undead (zombie), chaotic evil

Armor Class 9

Hit Points 52 (8d10 + 8)

Speed 40ft

Str 17 Dex 8 Con 13 Int 3 Wis 14 Cha 6

Saving Throws Wis +4

Condition Immunities exhaustion, poisoned

Damage Immunities poison

Senses darkvision 60 ft., passive Perception 12

Languages Common, Draconic

Challenge 2 (450 XP)

Black Hooves.

The zombie and all friendly undead within 20ft have advantage on Strength and Dexterity saving throws made against effects that would knock them prone.

Charge.

If the zombie moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 4 (1d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Undead Fortitude.

If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Ram.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.

Bleet Down.

The zombie smashes its hooves and produces the wailing of a herd of its tortured kind. All creatures that can hear this noise and are within 40ft must succeed on a DC 12 Wisdom save or be Frightened and Restrained until the end of their next turn.


If a creature fails this save by 5 or more, the zombie may use its reaction action to Move and make a Ram attack against that target.

Comments

Popular posts from this blog

Netting Mimic

This particular mimic species has a rather unique origin. As polyps the first batch was caught in a giant spider's web soon after being spawned. Rather than being devoured by the arachnid, they turned into sticky strands amid the webwork. Not long after that, a group of adventurers slew said spider and moved on. The mimics had something to subsist on and kept their disguise to keep more bugs. When the spider's eggs hatched, instead of eating the young, the mimics were amused by the creatures and they protected them until they were large enough until to ride off to better climes. Eventually, these mimics took the shape of netting of all sorts: ship rigging, cargo nets, and so on as they were less conspicuous than spider webs. They still remain friends with things eight-legged. Netting Mimic Medium Monstrosity (shapechanger), neutral Armor Class 13 (natural armor) 52 (8d8 + 16) Speed 15 ft Climb ...

Gears

Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time. Gears Medium construct (dwarf), chaotic good Armor Class 12 (natural armor) ...

Piecemeal

Eveyrone should be free to live as they want and die as terribly as they can. This is the creed that the strange collection of bodyparts known as Piecemeal holds. Originally, it was a trio of kobolds who attempted a 'ritual' of their own design meant to grant immortality. Instead, it tore the three creatures into pieces that forgot how to die. The mass went quite mad and seeks to free other body parts from the 'bondage' of well, being part of a body. Travelling as three kobolds in a trenchcoat, Piecemeal wages a brutal war against 'slave owners' (IE anything with a body) and adds new parts to its collectiona as needed to keep the revolution going. Over time little of the kobolds remain, but it still rambles about in a trenchcoat spouting its made philosophy. Piecemeal Medium swarm of tiny undead creatures, chaotic neutral Armor Class 11 136 (16d8 + 64) Speed 30 ft Climb 20 ft ...