The ghour as pictured in Monsters of Faerun.
Ghour
Huge fiend (demon), chaotic evil
Armor Class
18 (natural armor)
Hit Points
200 (16d12+96)
Speed 40 ft.
Str Dex Con Int Wis Cha
23 (+6) 11 (+0) 23 (+6) 14
(+2) 13 (+1) 14 (+2)
Saving Throws Str +11, Con +11, Wis +6
Skills Perception +6
Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical weapons
Damage Immunities poisoned
Condition Immunities poisoned
Senses darkvision 120 ft., passive
Perception 16
Languages Abyssal, Giant; telepathy 120 ft.
Challenge 14
Charge. If the ghour 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 22 (4d10) piercing damage. If the target is a
creature, it must succeed on a DC 19 Strength saving throw or be pushed up to
15 feet away and knocked prone.
Labyrinthine Recall. The ghour can perfectly recall any
path it has travelled.
Magic Resistance. The ghour has advantage on saving
throws against spells and other magical effects.
Actions
Multiattack. The ghour makes two attacks with its
fists.
Fist. Melee Weapon Attack: +11 to hit,
reach 10 ft., one target. Hit: 16 (2d10+6) bludgeoning damage.
Gore. Melee Weapon Attack: +11 to hit,
reach 10 ft., one target. Hit: 28 (4d10+6) piercing damage.
Noxious Breath
(Recharge 5-6).
The ghour exhales noxious gas in a 40-foot cone. Each creature in that area
must succeed on a DC 19 Constitution saving throw or be poisoned until the end
of the ghour’s next turn.
Roar (1/day). The ghour unleashes a horrific roar.
Each creature within 60 feet of it that can hear it and that isn’t a demon must
succeed on a DC 19 Constitution saving throw or be stunned until the end of the
ghour’s next turn.
These
hulking demons serve the demon lord Baphomet, monstrous beasts that embody the
Horned King’s brutality. They serve Baphomet’s will amongst the minotaurs,
ogres, and giants that worship him. A tribe with a ghour present views itself
as blessed by their demon lord.
A ghour
towers above the ogres and minotaurs around it. It combines the form of a
heavily muscled ogre with the features of a minotaur. It has a thick and hairy
hide, its face bestial, and its feet are cloven hooves. A pair of enormous
horns juts from its skull.
Ghour are
savage fighters, rampaging across the battlefield goring with its horns and
smashing with its powerful fists. When it first enters combat, it will unleash
its roar or breathe its noxious breath on opponents. Ghour are deceptively
intelligent, despite their behavior.
No comments:
Post a Comment