Greater Horsehead (creature)
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Horsehead | |||||
Large giant, lawful evil Armor Class 17 (half plate) Heart Points {{{hp}}} Speed 40 ft. | |||||
STR 21 (+5) |
DEX 14 (+2) |
CON 24 (+7) |
INT 12 (+1) |
WIS 14 (+2) |
CHA 15 (+2) |
Saving Throws Dex +5, Wis +5 | |||||
Skills Athletics +8, Intimidation +5 | |||||
Senses passive Perception 12 | |||||
Languages Blin, Common | |||||
Challenge 7 (2,900 XP) | Proficiency Bonus +3 | ||||
Environment: Ruins
Description
A horsehead towers over most humanoids, standing around 9 feet tall. Any one of them has mammamlian features, thick muscles, skin and hair of a uniformly brown or red color, and heads strongly resembling those of equines.
Righteous Origin. According to legend, Mazura—or horsehead, as he is now mockingly known—was once a righteous hylian hero. He fought courageously against the evils of the world. However, he was only a mortal and was vulnerable to the dark magic of Ganon’s worshipers. When he openly and violently defied their efforts to revive the King of Darkness, they thought death was too good for him. In their minds, he would be better as a slave. Not only did these cultists twist Mazura’s mind into utter servitude, but to add insult to injury, they morphed him into an almost literal beast of burden. His face was twisted into that of a mule. He who was once a thorn in the side of Ganon was twisted into yet another potent weapon in his arsenal, and simultaneously a symbol of what would happen to those who resist his will.
A Cursed Race. The sheer strength and power of Mazura, in a twisted irony, has caused Ganon’s forces to create more in his image. Although they are sparse, these twisted and unfortunate beasts carry out the will of Ganon—serving as captains of lesser forces. All are referred to as mazura, or horseheads, leaving the original man’s name cruelly tarnished even further.
Traits
Brave. The horsehead has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when the horsehead hits with it (included in the attack).
Legendary Resistance (3/day). If the horsehead fails a saving throw, it can choose to succeed instead.
Weak Point. Any weapon attack which specifically targets the horsehead's unarmored head deals double damage on a hit. Normally, making a targeted attack imposes disadvantage on the attack roll.
Actions
Morningstar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage, or 21 (3d10 + 5) if used in two hands. A Medium or smaller creature hit by this attack must succeed on a DC 16 Strength saving throw or be knocked up to 10 feet away and land prone.
Throwing Hammer. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft, one target. Hit: 16 (3d6 + 5) bludgeoning damage if made as a melee attack, or 13 (2d6 + 5) bludgeoning damage if made as a ranged attack.
Reactions
Deflect. The horsehead adds 3 to its AC against one ranged attack that would hit it. To do so, the horsehead must see the attacker and be wielding a melee weapon.
Legendary actions
The horsehead can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The horsehead regains spent legendary actions at the start of its turn.
Detect. The horsehead makes a Wisdom (Perception) check.
Withdraw. The horsehead moves up to 10 feet. This movement does not provoke opportunity attacks.
Attack. (Costs 2 Actions.) The horsehead makes one weapon attack.
Creatures→ Giants→ Horsehead
The material on this page is based primarily on content found in Adventure of Link, which is copyright Nintendo Co., Ltd.
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