Shadhavar

Shadhavar

Large monstrosity, neutral
  • Armor Class 14 (natural)
  • Hit Points 97 (13d10+26)
  • Speed 50 ft.
  • STR
    14 (+2)
  • DEX
    15 (+2)
  • CON
    14 (+2)
  • INT
    8 (-1)
  • WIS
    10 (+0)
  • CHA
    16 (+3)
  • Skills Stealth +4
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands Elvish and Umbral but can't speak
  • Challenge 2 (450 XP)
  • 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.

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.