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
Str 17 Dex 8 Con 13 Int 3 Wis 14 Cha 6
Condition Immunities
exhaustion, poisoned
Damage Immunities poison
Senses
darkvision 60 ft., passive Perception 12
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.
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