The Horned King

The Horned King - 1

Peso

181g

Tiempo

20h 55m

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Descripción

The Horned King TCM'24p562  Gargantuan Fiend, Neutral EvilAC 19 Initiative +14 (24) HP 217 (14d20 + 70)Speed 50 ft., Fly 100 ft.  modsave   modsave   modsaveStr22+6+12 Dex14+2+2 Con20+5+11Int10+0+0 Wis10+0+6 Cha22+6+6Skills Athletics +12, Intimidation +12, Perception +12Resistances Cold, FireImmunities Poison, Psychic; Charmed, Frightened, PoisonedSenses Truesight 120 ft., Passive Perception 22Languages All; telepathy 120 ft.CR 17 (XP 18,000; PB +6)Traits Enduring Restoration. If the Horned King dies, its body disappears in a cloud of ash. It becomes an intangible, Invisible spirit in its home forest, and it can't reform a new physical body for 10d10 years. Legendary Resistance (5/Day). If the Horned King fails a saving throw, it can choose to succeed instead. Magic Resistance. The Horned King has Advantage on saving throws against spells and other magical effects. Actions Multiattack. The Horned King makes three Cursed Strike attacks. It can replace one attack with a use of Terrorizing Breath. Cursed Strike. Melee Attack Roll: +12 (against a cursed target, scores a Critical Hit on a 19 or 20 on the d20), reach 10 ft. Hit: 17 (2d10 + 6) Bludgeoning, Piercing, or Slashing damage (Horned King's choice) plus 7 (2d6) Necrotic damage. If the target is a creature, it is cursed until the end of the Horned King's next turn. While cursed, it must subtract 1d4 from D20 Tests. Breath of Corruption (Recharge 5–6). Dexterity Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 21 (6d6) Necrotic damage plus 21 (6d6) Psychic damage, and the target gains 1 Exhaustion level that ends at the end of the target's next turn. Success: Half damage only. Terrorizing Breath. Wisdom Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: The target has the Frightened condition. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Bonus Actions Sense Desire. The Horned King casts Detect Thoughts, requiring no spell components and using Charisma for the spellcasting ability (spell save DC 20).Legendary Actions Legendary Action Uses: 3. Immediately after another creature's turn, The can expend a use to take one of the following actions. The regains all expended uses at the start of each of their turns.Taste of Wickedness. The Horned King's snakelike tongue whips out hungrily. Charisma Saving Throw: DC 20, one cursed creature the Horned King can see within 15 feet. Failure: The target takes 16 (3d10) Psychic damage, the Horned King regains Hit Points equal to the damage taken, and one curse of the Horned King's choice affecting the target ends. Temptation. The Horned King speaks to a creature it can see within 120 feet and offers it either Heroic Inspiration or to restore 20 of its Hit Points. If the creature accepts, it gains that benefit but is cursed for 1 minute. While cursed, the Horned King has Resistance to all damage the target deals. The Horned King can't take this action again until the start of its next turn. Trample. The Horned King moves up to half its Speed, and it makes one Cursed Strike attack.The Horned King can't take this action again until the start of its next turn. Regional Effects The region containing the Horned King's lair is changed by its presence, creating the following effects: Sweet Temptation. Within 1 mile of the lair, a creature that acts on a sinful impulse to the detriment of a Friendly or Indifferent creature increases its Hit Point maximum and current Hit Points by 10 until it finishes a Long Rest. Creatures are aware of this effect. This can't occur again until the creature finishes a Long Rest. Tenacious Curses. Within 1 mile of the lair, saving throws against curses have Disadvantage. If the Horned King dies or moves its lair elsewhere, these effects end immediately.  Habitat: Forest, Planar (Lower)Treasure: AnySource: TCM'24, page 562

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dnddungeons and dragonsdungeondungeonsdragondragons5e20142024ttrpg

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