Chort (5e Creature)

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Chort[edit]

Huge monstrosity, chaotic evil


Armor Class 19 (natural armor)
Hit Points 348 (24d12 + 192)
Speed 50 ft.


STR DEX CON INT WIS CHA
24 (+7) 14 (+2) 26 (+8) 6 (-2) 14 (+2) 10 (+0)

Saving Throws Str +12, Con +14, Dex +8
Skills Perception +7
Damage Resistances cold, fire, poison, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities frightened, poisoned
Senses darkvision 120 ft., passive Perception 17
Languages understands Abyssal, Common, Infernal and Sylvan but can't speak
Challenge 17 (18,000 XP)


Charge. If the chort moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 35 (4d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Regeneration. The chort regains 10 hit points at the start of its turn if it has at least 1 hit point remaining.

Magic Weapons. The chort's weapon attacks are magical.

Magic Resistance. The chort has advantage on saving throws against spells and other magical effects.

Antimagic Cone. The chort's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the chort decides which way the cone faces and whether the cone is active.

ACTIONS

Multiattack. The chort makes three attacks, only one of which can be with its bite or gore.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) slashing damage.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 35 (4d12 + 7) piercing damage.

Gore. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 35 (4d12 + 7) Bludgeoning damage.

Horrific Roar (Recharge 5-6). The chort releases a powerful roar with a radius of 30 feet from itself. Each creature in that area that can hear must make a DC 20 Wisdom saving throw. On a failed save, a creature takes 36 (8d8) psychic damage and is frightened for 1 minute. On a successful save, a creature takes half as much damage and isn't frightened. A creature that fails its save by 5 or more is stunned while it is frightened. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


This is public domain
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The chort is a massive beast, a horrific fusion of a mighty stag or mountain ram, with the powerful body of a great tiger or bear and the powerful hooves of a horse for rear legs. They grow a mighty crown of antlers or spiraled horns. They are vicious and cruel beasts who prowl the forest, killing not only to consume but also for sadistic sport. Their potent claws and razor sharp fangs make quick work of even fully armored soldiers. These savage beasts are also capable of charging and smashing horse drawn carriages and small taverns to pieces. But what makes chorts truly terrifying is that they can use their potent third eye to silence magic or they can roar at the sky and suddenly terrify or even stun throngs of soldiers.
High witches, crones and ancient hags, sometimes whole covens of hags ride atop these massive beasts. Chorts are almost innately drawn to powerful hags and crones and they become savage yet team mounts that these witches ride into combat or up to the Black Sabbath on Bald Mountain. It is said that Charnylbolg himself favors these great monstrosities hence the reason hags see these creatures as sacred to their dark lord.
Strangely enough, some people believe that lycanthropes and garou will eventually change into the horrific chorts when their inner beast takes over. This is not known to be true but garou warriors will sometimes hunt with a chort especially during the Wild Hunt.


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