Horker CR: 1/4
Large beast, unaligned
Armor Class: 9
Hit Points: 22 (3d10+6) 3d10+6
Speed:
20 ft
, swim: 40 ft
STR
15 +2
DEX
9 -1
CON
14 +2
INT
3 -4
WIS
11 +0
CHA
4 -3
Senses: passive Perception 10
Challenge Rating: 1/4
Hold Breath. The horker can hold it's breath underwater for up to 30 minutes. Charge. If the horker moves 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the horker moves more than 20 feet, the target takes an additional 2 (1d4) bludgeoning damage.
Actions
Tusks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8+2) piercing damage. Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage.
Harvesting: Horker Meat, Horker Tusk (3), Lesser Soul
Comments