Cygor (5e Creature)
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Huge monstrosity, chaotic evil
Charge. If the cygor moves at least 30 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 16 Strength saving throw or be and knocked prone.
Magesight. The cygor has advantage on attack rolls and Wisdom (Perception) checks against targets that are either carrying a magic item, has magical attacks, is able to cast spells, or is undead. The cygor has disadvantage on attack rolls and Wisdom (Perception) checks against all other targets.
Mage Terror. Any creature that is able to cast spells that starts its turn or enters a space within 60 feet of the cygor must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute, and lose concentration on any spell or other effect it is currently concentrating on. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. If a creature's saving throw is successful or the effect ends for it. the creature is immune to this ability for the next 24 hours.
Magic Resistance. The cygor has advantage on saving throws against spells and other magical effects.
Multiattack. The cygor makes one gore attack and one stomp attack.
Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) piercing damage.
Runic Rock. Ranged Weapon Attack: +10 to hit. range 40/160 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. Hit or Miss: Put down a marker within 5 feet of the target to represent the runic rock. The cygor has advantage on attack rolls and Wisdom (Perception) checks against targets within 5 feet of these markers.
Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft. one prone creature. Hit: 15 (2d8 + 6) bludgeoning damage.
The cygors are distant cousins of the minotaurs, but because they hail from the most tainted of all the realms of the world, they have diverged greatly from their kin. They are huge, hideously malformed giants, similar in form to minotaurs, yet each possessed of but a single eye that barely sees the world in the centre of its forehead. Through this eye, the cygor is cursed to see not the material realm that mortals perceive, but the evershifting energy of magic, seeing perfectly the spectrum of arcane power as they blow through and around the indistinct, ghostly shapes that populate their world. Assailed by such visions since birth, most cygors are quite mad.
Soul Eater. Thus, a cygor will blunder indiscriminately through the great forests of the world, smashing through trees they cannot see and laying waste to anything in their path. They hunger constantly, for they can scarcely perceive the prey other minotaurs might hunt down and devour. While a cygor will devour his prey with as much, if not more, greed than a minotaur, the victim's body is a merely a vessel for that which the cygor truly craves above all else: the soul. A cygor can detect those possessed of magical powers from leagues away, for the souls of these individuals blaze with searing light, and the cygor desires to consume such sweetmeats above al1 others. These gigantic, dreadful predators constantly hunt mages, warlocks, and sorcerers, desperate to consume their flesh and ingest the soul within.
Arcane Hunters. Cygors seek out those wielding the powers of magic as a shark drawn to blood. They carry with them the rune-etched remnants of shattered way stones, temples and monoliths, for this is the only unifying material they can truly perceive. These boulder sized missiles are hurled at foes so they can close with their prey unhindered. The sheer size and ferocity of a cygor is terrifying enough to mortal men, but the mere presence of a cygor is often enough to cause those spellcasters who witness one to foul the casting of their spe11s. To a mage a cygor is really fearsome, for he knows that of all the warriors he may be with it is him that the cygor wants to get its hands on and devour his flesh and soul.