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Shadhavar 2014

CR 2 monstrosity

Large monstrosity, neutral


Armor Class
14 (natural)
Hit Points
97 (13d10+26)
Speed
50 ft.

STR14 (+2)
DEX15 (+2)
CON14 (+2)
INT8 (-1)
WIS10 (+0)
CHA16 (+3)

Saving Throws
Skills
Stealth +4
Senses
darkvision 60 ft., passive Perception 12
Languages
understands Elvish and Umbral but can't speak
Challenge
2 (450 XP) · Proficiency Bonus +2

Innate Spellcasting.

a shadhavar's innate spellcasting ability score is Charisma (spell save DC 13). It can cast the following spells, requiring no components:

at will: disguise self (as horse or unicorn only)

2/day: darkness (centered on itself, moves with the shadhavar)

Magic Weapons.

A shadhavar's gore attacks are magical.

Plaintive Melody (3/day).

As a bonus action, a shadhavar can play a captivating melody through its hollow horn. Creatures within 60 feet that can hear the shadhavar must make a successful DC 13 Wisdom saving throw or be charmed until the start of the shadhavar's next turn. A creature charmed in this way is incapacitated, its speed is reduced to 0, and a shadhavar has advantage on attack rolls against it.

Shadesight.

A shadhavar's darkvision functions in magical darkness.

Actions

Multiattack.

A shadhavar makes one gore attack and one hooves attack.

Gore.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Hooves.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) bludgeoning damage.

Environments: Arctic or Tundra, Caves, Coast, Desert, Forest or Jungle, Grassland or Plains, Hills, Laboratory, Lake, Mountain, Ocean, Ruins, Sewer, Shadowfell, The Abyss, Astral Plane, Elysium, Ethereal Plane, Feywild, Hell, Material Plane, Plane of Air, Plane of Earth, Plane of Fire, Plane of Water, Swamp or Marsh, Temple, Badlands, Tomb, Underworld, Urban

Other versions

Source: Tome of Beasts (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details