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Cornue

Large fey, monstrosity, any chaotic
Armor Class 18
Hit Points 108 (9d10 + 18)
Speed 40ft Swim: 30ft Climb: 30ft

STR
18 +4
DEX
16 +3
CON
20 +5
INT
10 0
WIS
14 +2
CHA
10 0

Saving Throws Wis +5, Cha +2
Skills Acrobatics +4, Athletics +4, Survival +4
Damage Vulnerabilities Necrotic
Damage Resistances Radiant, Poison, Fire
Damage Immunities Bludgeoning, Piercing, and Slashing from nonmagical attacks
Condition Immunities Sleep, Charm
Senses Truesight 60 ft., Passive Perception 18, Darkvision 60,
Languages Primordial, Terran, Elvish
Challenge 9

Innate Spellcasting. The cornue's innate spellcasting ability is Wisdom (spell save DC 14). The cornue can innately cast the following spells, requiring no components.

At will: Light, Detect Good and Evil, Druidcraft

1/day: Dragon's Breath (Fire), Fire Shield

2/day: Dispel Magic, Dispel Good and Evil

3/day: Heat Metal, Hunter's Mark


Healing Touch (1/Day). The cornue touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.   Teleport (1/Day). The cornue magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the cornue is familiar with, up to 1 mile away.


Actions

Multiattack: The Cornue makes two claw or bite attacks.   Claw Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.   Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 3) piercing damage.


 

Legendary Actions

The cornue 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 cornue regains spent legendary actions at the start of its turn.   Horn Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 4) piercing damage.   Shimmering Shield (Costs 2 Actions): The cornue creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.   Heal Self (Costs 3 Actions): The unicorn magically regains 11 (2d8 + 2) hit points.


A horned tiger of black and clue, adorned with a scaled face plate and a lion's tail. It's eyes glow a fiery blue, the blue stripes luminescent in the moonlight.

Feywild, Forests


Created by

ragdollprince.

Statblock Type

Monster / Creature

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