A type of nefarious*, the charuns are goblinoids which killed an innocent in exchange for money. Their appearance is like a hybrid of man and boar. The dark fur is spiky as that of a hedgehog; the crimson, many-pointed tusks seem to shine as the fire of torches in the labyrinths charuns are cursed to guard. They're attracted by objects that reflect the light of their tusks, ignoring anything elseunless attacked. When they attack something or someone, charge the target to harm it with their tusks. In a melee, grab people to harm them with their spiky fur. A charun can lose its curse and finally die if it kills another goblinoid which also murdered someone in exchange for money. The latter than is revived as a charun.
Charun
Large monstrosity, chaotic evil
Armor Class 15 (natural armor)
Hit Points 111 (13d10 + 39)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 10 (+0) | 16 (+3) | 6 (-2) | 16 (+3) | 9 (-1) |
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 13
Languages Abyssal
Challenge 6
- Charge. If the charun moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away and knocked prone.
- Illumination. The charun sheds bright light in a 10-foot radius and dim light in an additional 20 feet.
- Spiky Hair. A creature that touches the charun or hits it with a melee attack while within 5 feet of it takes 4 (1d8) piercing damage.
ACTIONS
- Tusks. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
*People or ebings cursed by the gods; the counterpart of celestials, which are people or beings blessed by the gods.
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