Cavaloth “Horsehead” | New Monster for Fifth Edition

Last night, I had a dream about the first video game that I ever played, Zelda 2: The Adventure of Link. For those who don’t remember (or aren’t old enough to remember), the boss of the first dungeon was Horsehead. Horsehead was literally just that: a knight with the head of a horse.

I figured with the current dungeon that I’m running, I might as well recreate Horsehead for Fifth Edition. I got the idea that Horsehead is a yugoloth. And while the word origin for “yugoloth” seems to be all over the place, the closest I could get to was Italian (mezzoloth, etc.) Therefore, I dub horsehead a cavaloth. Acheronians beware!

Horsehead

Large fiend (yugoloth), neutral evil


Armor Class 25 (+2 plate mail, +2 shield, ring of protection; 27 with potion of speed)

Hit Points 157 (15d10 + 75)

Speed 40 ft. (80 ft. from potion of speed)


Abilities Str 22 (+6), Dex 16 (+3), Con 20 (+5), Int 16 (+3), Wis 16 (+3), Cha 18 (+4)


Saving Throws Dex +8, Con +10, Wis +8, Cha +9

Skills Intimidation +8, Perception +8, Stealth +8

Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks or all (with potion of invulnerability)

Damage Immunities acid, poison

Condition Immunities poisoned

Senses truesight 120 ft., passive Perception 18

Languages Abyssal, Infernal, telepathy 60 ft.

Challenge 20 (25,000 XP)


Special Equipment. Horsehead carries a potion of invulnerability and a potion of speed, both of which he drinks before combat. In addition, he has two potions of superior healing. He wears a ring of protection, +2 plate mail, and wields a +2 shield. His weapon of choice is a +3 unholy mace.

Brute. A melee weapon deals one extra die of its damage when Horsehead hits with it (included in the attack).

Charge. If Horsehead moves at least 20 feet straight toward a target and then hits it with a melee weapon attack on the same turn, the target takes an extra 9 (2d8) damage on the same type. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be pushed up to 10 feet away and be knocked prone.

Hasted (with Potion of Speed). Horsehead has advantage on Dexterity saving throws. On each of his turns, he can take on additional action. That action can be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Innate Spellcasting. Horsehead’s innate spellcasting ability is Charisma (spell save DC 17). Horsehead can innately cast the following spells, requiring no material components:

  • At will: alter self, clairvoyance, darkness, detect magic, detect thoughts, dispel magic, hellish rebuke
  • 3/day each: dimension door, fear
  • 1/day each: banishment, wall of force

Magic Resistance. Horsehead has advantage on saving throws against spells and other magical effects.

Magic Weapons. Horsehead’s weapon attacks are magical.


Actions

Multiattack. Horsehead makes two melee attacks, or it makes one melee attack and teleports before or after the attack.

+3 Unholy Mace. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (3d6 + 6) bludgeoning damage. If the target is of good alignment, the mace deals an extra 10 (3d6) bludgeoning damage on a hit.

Thrash. Horsehead makes a melee weapon attack against each creature he can see within 5 feet of him. Each attack made in this way is made at disadvantage.

Teleport. Horsehead magically teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see.

 

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