Shadhavar 2014
CR 2 monstrosity
Large monstrosity, neutral
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)
A shadhavar's gore attacks are magical.
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.
A shadhavar's darkvision functions in magical darkness.
Actions
A shadhavar makes one gore attack and one hooves attack.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
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