Horoth

Large monstrosity, chaotic evil

Armor Class 15 (natural armor)
Hit Points 75 (10d10+20); Wound Threshold 19
Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 14 (+2) 16 (+3) 15 (+2) 16 (+3)

Saving Throws Dex +6, Con +5, Wis +5, Cha +6
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Common, Draconic
Challenge 5 (1,800 XP)

Special Traits

  • Perpetual faerie fire. A horoth can cast faerie fire at will.
  • Dementing saliva. A horoth can produce a saliva-like substance that is mixed with wine and shared between the members of the cult in the course of their draconic ceremonies. Its effect only triggers when the imbiber suffers from intense stress, for example under the fear of having been captured, in which case they fall into a state of confusion that will last 4d6 hours.

Actions

  • Multiattack. A horoth makes up to 6 attacks: a bite attack, 4 weapon and/or claw attacks, and a sting with its tail.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
  • Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
  • Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.
  • Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
  • Tail Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Tactics

A horoth’s usual tactics are to disable spellcasters first and move about striking at foes and moving on, trying to get foes to stumble into each other’s way. It likes to deal damage and move about ceaselessly, and will only stay to batter a single target if it thinks other foes are puny or disabled. It will be acutely aware of spellcasters needing to concentrate to maintain their spells, and will therefore endeavor to disrupt them. If the battle goes against the Horoth, it will back behind the screen, seeking to lure the PCs into attacking it from one direction, using its tail to heap up the pillows behind it into a hampering, moving barrier that the Horoth will plunge under and through if pressed, leaving most of the PCs on the other side.

Section 15: Copyright Notice

Fort Ardraco Module for the Fateforge Role-Playing Game Copyright © 2021 Agate RPG Studio Agate.

Section 15: Copyright Notice

The Creatures Rulebook for the Fateforge Role-Playing Game Copyright © 2021 Studio Agate.

This is not the complete license attribution - see the full license for this page