Black Lynel (creature)

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3cuTCbz.png

←  #188: Lowder
Bestiary
 Lynel 
#190: Mad Jelly  →
Black Lynel
Large giant (lynel), lawful evil
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Armor Class 17 (natural armor)
Heart Points 322 (28d10 + 168)
Speed 50 ft.
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STR
22 (+6)
DEX
18 (+4)
CON
22 (+6)
INT
18 (+4)
WIS
19 (+4)
CHA
19 (+4)
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Saving Throws Str +12, Dex +10, Wis +10
Skills Intimidation +10, Perception +10
Damage Resistances cold, fire, lightning
Senses passive Perception 20
Languages Blin
Challenge 18 (20,000 XP) Proficiency Bonus +6    
Challenge Alternatives 3, 8, 13, 18, 23, 28
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Charge. If the lynel moves at least 20 feet straight toward a Medium or smaller creature then hits it with the first melee attack it makes on the same turn, the target takes an extra 11 (2d10) damage and must succeed on a DC 19 Strength saving throw or be knocked prone.

Mighty Marksman. The lynel adds both Strength and Dexterity to ranged weapon attack rolls. These attacks ignore half cover and three-quarters cover.

Innate Spellcasting. The lynel's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:

At will: true strike
1/day each: dispel magic, warping step (as a bonus action)


Actions

Multiattack. The lynel makes three attacks using the same weapon.

Savage Lynel Crusher. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 39 (5d10 + 12) bludgeoning damage.

Savage Lynel Sword and Shield. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. If the lynel uses this attack, its AC increases to 22 until its next turn. Hit: 28 (5d8 + 6) slashing damage.

Savage Lynel Spear. Melee or Ranged Weapon Attack: +12 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 28 (5d8 + 6) piercing damage, or 33 (5d10 + 6) piercing damage if used with two hands to make a melee attack.

Savage Lynel Bow with Ice Arrows. Ranged Weapon Attack: +16 to hit, range 80/320 ft., one target. Hit: 21 (5d6 + 4) piercing damage plus 7 (2d6) cold damage. Critical Hit: The target is also petrified, lasting until either the end of the lynel's next turn or until the target takes damage.

Invoke Flame. (Recharge 5-6): The lynel conjures fire in one of two ways:

  • Fire Breath: The lynel exhales fire in a 60-foot line that is 10-feet wide, three times. For each time a creature is in one of these lines it must make a DC 20 Dexterity saving throw, taking 26 (4d12) fire damage for each failed save, or half as much damage for each successful one.
  • Fire Burst: The lynel stabs its melee weapon into the ground, and summons a huge fireball that spreads to a 30-foot radius around itself. Each creature in this radius other than the lynel must make a DC 20 Dexterity saving throw, taking 78 (12d12) fire damage for a failed save, or half as much for a successful one.
“These fearsome monsters have lived in Hyrule since ancient times. Their ability to breathe fire makes white-maned lynels among the toughest of the species; each one of their attacks is an invitation to the grave. There are so few eyewitness accounts of this breed because a white-maned lynel is not one to let even simple passersby escape with their lives.”
— Hyrule Compendium, Breath of the Wild

Template:Lynel/Description
     Environment: Arctic, Grassland, Hills, Volcanic

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The material on this page is based primarily on content found in A Link Between Worlds and Breath of the Wild, both of which are copyright Nintendo Co., Ltd.