Shadhavar

_Often a shadhavar is first noticed for the haunting melody it makes, and some mistake them for unicorns or fey steeds. On closer inspection, they look like desiccated unicorns, their skeletons clearl

Armor class
14
Hit points
97
Challenge
2
Creature type
Monstrosity
Size
Large
Alignment
neutral

_Often a shadhavar is first noticed for the haunting melody it makes, and some mistake them for unicorns or fey steeds. On closer inspection, they look like desiccated unicorns, their skeletons clearly visible beneath their taut flesh._
Shadow Horses. Shadhavar are natives of the plane of Shadow. Although they resemble undead unicorns, they are living creatures imbued with shadow essences.
Fey and Undead Riders. While the shadhavar are intelligent creatures, they sometimes serve as mounts for the shadow fey, noctiny, hobgoblins, wights, or other creatures. They expect to be treated well during such an arrangement; more than one unkind rider has ridden off on a shadhavar and never returned.
Deceptive Hunters. Shadhavar use their hollow horn to play captivating sounds for defense or to draw in prey. They hunt when they must and are not discriminating about their quarry, but shadhavar primarily eat carrion. Despite their horrific appearance, they are not naturally evil.

Stat block

Cha
16
Con
14
Dex
15
Int
8
Str
14
Wis
10
Speed
Walk: 50
Senses
darkvision 60 ft., passive Perception 12
Skills
Stealth: 4
Actions
  • Multiattack. A shadhavar makes one gore attack and one hooves attack.
  • Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
  • Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) bludgeoning damage.
Languages
understands Elvish and Umbral but can't speak
Special abilities
  • Innate Spellcasting. a shadhavar's innate spellcasting ability score is Charisma (spell save DC 13). It can cast the following spells, requiring no components: at will: disguise self (as horse or unicorn only) 2/day: darkness (centered on itself, moves with the shadhavar)
  • Magic Weapons. A shadhavar's gore attacks are magical.
  • Plaintive Melody (3/day). As a bonus action, a shadhavar can play a captivating melody through its hollow horn. Creatures within 60 feet that can hear the shadhavar must make a successful DC 13 Wisdom saving throw or be charmed until the start of the shadhavar's next turn. A creature charmed in this way is incapacitated, its speed is reduced to 0, and a shadhavar has advantage on attack rolls against it.
  • Shadesight. A shadhavar's darkvision functions in magical darkness.

Source and licence

From Tome of Beasts.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.