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Horned Horror




Only the skull of this undead abomination comes from a corpse. From the neck down, the horned horror’s mockery of a skeleton of deadwood branches. Its joints are crafted from congealed blood honey, its horns are sharp spikes of petrified honeycomb pierced through the cranium. Undying hatred burns within its wide, hollow eye sockets with such intensity it withers bravery and greenery alike. The horned horror’s hands are little more than a collection of brier branches eager to rip and tear. Eddies of static electricity glow about its hands, but the wood never burns.


Commander. It is not uncommon for a waning cult to dabble in necromancy as well as the other vile nature magic gifted to them by the dark fey. The horned horror combines these two blasphemies into one terrifying effigy. The horned horror exists only to slaughter the living and leads the cult’s skeletal minions into battle as needed. If the living cultists are slain, then the horror and its undead band rampage across the countryside killing indiscriminately until put down.

Horned Horror

Medium Undead, chaotic evil

Armor Class 13 (natural armor)

59 (7d10 + 21)

Speed 30 ft

Str 17 Dex 13 Con 13 Int 7 Wis 10 Cha 12

Damage Resistances lightning

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Sensesdarkvision 60ft, passive Perception 10

Languages understands Sylvan but cannot speak

Challenge 2 (450 XP)

Autumn's Kiss.

Any plant creature not aligned with the Waning Court that starts its turn within 15 ft. of the horned horror must succeed on a DC 11 Constitution saving throw or take 10 (3d6) necrotic damage and be poisoned until the start of its next turn. Any plant creature aligned with the Waning Court that starts its turn in this area of effect recovers 5 hit points unless the Horned Horror has taken fire or radiant damage since the end of its last turn.

Turn Defiance.

The Horned Horror and any skeletons within 30 ft. of it have advantage on saving throws against effects that turn undead.

Actions

Gore.

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage.

Claw.

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

Dreadful Glare.

The Horned Horror targets one creature it can see within 60 ft. of it. If the target can see the horror, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the undead's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all Horned Horrors for the next 24 hours.

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