Skip to content
CreatePricing
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.

Gargantuan monstrosity · Deadly · Unique

The Gore-Horn

A gargantuan prehistoric hybrid of a woolly rhino and an ankylosaurus that hunts by sound and vibration in a desolate ruin.
AC20
HP232/232
CRDeadly
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

AC 20 · HP 232 · Deadly

The Gore-Horn

Gargantuan monstrosity (behemoth), unaligned
Armor Class20 (Natural Armor)
Hit Points232 (15d20 + 75)
Speed
40 ft.,
Burrow 20 ft.
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitution
SkillsPerceptionAthletics
Damage Resistances
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities
Gravely Blinded,
Gravely Deafened
Weaknesses
Vulnerability to Thunder Damage
Senses
Tremorsense 120 ft.,
Blindsight 30 ft. (Blind Beyond This),
Passive Perception 18
Languages
None
ChallengeDeadly
Proficiency Bonus+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.

Actions

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.

Reactions

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.

Legendary Actions

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.
Role
Solo Brute / Area Hazard
Built for
11 to 13

Feats

Crusher
Sentinel

Augmentations

Obsidian Plating (provides natural resistance to fire damage)

Notes for the game master

Focus on the creature's inability to see characters that are stationary and not wearing metal.
Use its reach to prevent casters from staying safe.
The Thunder vulnerability is its main weakness, representing the sensitivity of its internal sensors.

Tactics

  1. Opening

    The Gore-Horn bursts from the earth or ruins, charging the target making the most noise or wearing the heaviest armor.

  2. Mid-fight

    It uses Quaking Stomp to knock enemies prone, then focuses on Trampling Charge to finish them off.

  3. End of the fight

    If reduced below 50 HP, it begins using its Burrow speed to move under the party and erupt beneath them.

  4. Retreat

    It will not retreat unless silenced; it fights until the environment becomes quiet again.

How it fights

Prioritize targets in heavy metal armor (Paladins/Fighters).
Use Tail Sweep to clear multiple melee combatants at once.
Move constantly to keep tremorsense updating its 'vision' of the battlefield.

Who it attacks first

Characters wearing metal armor.
Creatures dealing Thunder damage.
The creature that most recently made a loud noise.

Works well with

Dust Storms (blinds players while the Gore-Horn's tremorsense remains effective).
Narrow canyons that limit player movement.

How to beat it

Silence spell (negates the beast's ability to hear metal or vocal components).
Flying or Levitation (prevents tremorsense detection).
Distraction using rhythmic mechanical devices.

Ways to avoid a fight

Lure the beast away from Hollmen using a series of timed gongs.
Sneak past it by wearing leather armor and moving at half speed.
Calm it by finding the prehistoric frequency that induces its hibernation.

Ecology

A massive, low-slung beast with a body covered in overlapping obsidian-black plates that resemble the jagged ruins of the Ashen Reach. A single, three-foot long jagged horn of crimson-stained ivory protrudes from its snout, while its rear ends in a heavy, spiked club. It lacks eyes entirely, its face covered by smooth, heat-venting plates.

Behavior

It moves with a slow, grinding patience until it detects movement or metallic ringing, at which point it transforms into a localized earthquake of muscle and bone.

How it lives

An ancient remnant of a forgotten era, the Gore-Horn consumes mineral-rich stones and the armor of fallen adventurers to reinforce its chitinous hide.

Lair

The Echoing Maw: a deep ravine within the Ashen Reach where the wind creates low-frequency hums that mask its own movement.

Habitat
Deserts, ruins, or volcanic wastes.

Signs that it is near

Deep, furrowed trenches in the ash.
Crushed suits of plate armor left in piles.
Rhythmic, low-frequency thumping that vibrates the teeth.
Boulders reduced to fine black powder.

Tags

Prehistoric,
Apex Predator,
Blind

Lore

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.

What drives it

Hunger and an instinctive drive to silence any unnatural rhythmic vibrations within its territory.

After the fight

If defeated, the silence of the Ashen Reach becomes deafening. The settlement of Hollmen is safe for now, but the removal of such an apex predator allows smaller, more numerous scavengers to move in.

“The Gore-Horn has slept for centuries, awakened only by the sound of hammers and the clashing of steel as the new town rose.”
From its lore

Variants

Molten Gore-Horn: Adds 2d6 fire damage to all attacks and has fire immunity.
Ancient Gore-Horn: CR 20 version with three Tail Club attacks and legendary resistance.

Hooks

Plot hooks

The building of the Hollmen forge has triggered the beast's territorial instincts.
A local miner found a 'black mountain' that started moving when he struck it with a pickaxe.
The Gore-Horn's horn is the only material strong enough to repair the town's ancient well.

How to use it

The beast attacks Hollmen at night during a festival.
The party must cross the Ashen Reach while remaining silent.
A rival faction lures the beast toward the party using a bell.

Treasure

Pristine Gore-Horn Ivory (worth 5,000 gp).
12 obsidian plates (can be crafted into +2 Scale Mail or Splint Armor).
The swallowed remains of a previous expedition's bag of holding.

Media

0 images

No images yet.

Visual sheet

Turn The Gore-Horn into a sheet

A high-res, share-ready sheet you can post or print.