The Gore-Horn - AI-generated fantasy Monster

The Gore-Horn

The settlers of Hollmen thought the Ashen Reach was empty. They were wrong. The Gore-Horn has slept for centuries, awakened only by the sound of hammers and the clashing of steel as the new town rose. It views the settlement not as a home, but as a cacophony that must be crushed.

GargantuanMonstrosity(Behemoth)CR DeadlyUnaligned

The Gore-Horn

PrehistoricApex PredatorBlind
HP232AC20SPD40 ft., Burrow 20 ft.CRDeadlyPerceptionAthletics
STR
26
save
DEX
6
CON
24
save
INT
3
WIS
16
CHA
5
Seismic Hunter. The Gore-Horn is blind. It automatically fails any ability check or saving throw that relies on sight. It has advantage on Wisdom (Perception) checks that rely on hearing or vibrations.
Echo Location. If the Gore-Horn is subjected to the Deafened condition, it loses its tremorsense and is effectively blinded until the condition ends.
Metallic Frenzy. Whenever a creature within 60 feet of the Gore-Horn hits a metal object against another metal object (such as a sword hitting a shield or metal armor), the Gore-Horn can move up to 10 feet toward that creature as a reaction.
Siege Monster. The Gore-Horn deals double damage to objects and structures.
Multiattack. The Gore-Horn makes two attacks: one with its Gore-Horn and one with its Tail Club.
Gore-Horn. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 30 () piercing damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed up to 20 feet away and knocked prone.
Tail Club. Melee Weapon Attack: to hit, reach 20 ft., one target. Hit: 34 () bludgeoning damage.
Trampling Charge. If the Gore-Horn moves at least 20 feet straight toward a creature and then hits it with a Gore-Horn attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is prone, the Gore-Horn can make one Tail Club attack against it as a bonus action.
Crushing Weight. When a creature within 10 feet of the Gore-Horn misses it with a melee attack, the Gore-Horn can drop its massive body slightly, forcing the creature to succeed on a Dexterity saving throw or take 18 () bludgeoning damage and be pinned (Restrained) under its chitinous plate until the end of the Gore-Horn's next turn.
Detect. The Gore-Horn makes a Wisdom (Perception) check.
Tail Sweep (Costs 2 Actions). The Gore-Horn swings its tail. Each creature within 20 feet of the Gore-Horn must succeed on a Dexterity saving throw or take 15 () bludgeoning damage and be knocked prone.
Quaking Stomp (Costs 2 Actions). The Gore-Horn stomps the ground. Each creature on the ground within 30 feet of the Gore-Horn must succeed on a Strength saving throw or be knocked prone. This stomp creates a thunderous boom audible out to 300 feet.
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