Ibexian

Large Fiend, chaotic evil

Armor Class 15 (natural armor)

Hit Points 119 (14d10+42)

Speed walk +50

Challenge 6

STR
19
+4
DEX
17
+3
CON
17
+3
INT
6
-2
WIS
14
+2
CHA
7
-2

Saving Throws con +6, str +7

Skills perception +2

Damage Resistances cold, lightning; nonmagic B/P/S attacks

Damage Immunities fire, poison

Condition Immunities poisoned

Senses darkvision 120', passive Perception 15

Languages understands Abyssal but can't speak

Special Abilities

Fiery Blood. When it takes damage each creature within 5 ft. of it: DC 15 Dex save or take 3 (1d6) fire. The fire ignites flammable objects within 5 ft. of ibexian that aren't being worn or carried.

Fiery Charge. If it moves 20'+ straight toward a target and then hits it with Ram attack on the same turn target takes extra 7 (2d6) fire. If target is a creature it must make DC 15 Str save or be pushed up to 10 ft. away and knocked prone.

Pack Tactics. Advantage on attacks vs. creature if 1+ unincapacitated attacker ally is within 5 ft. of target.

Actions

Multiattack. One Ram and one Hooves or two Spit Fires.

Ram. Melee Weapon Attack: +7 to hit, 10 ft., one target, 13 (2d8+4) bludgeoning damage + 7 (2d6) fire.

Hooves. Melee Weapon Attack: +7 to hit, 5 ft., one target, 9 (2d4+4) bludgeoning damage + 7 (2d6) fire.

Spit Fire. Ranged Spell Attack: +5 to hit, 60 ft., one target, 16 (4d6+2) fire.

Pyroclasm (1/Day). Moves up to 30' in straight line to creature and can move through space of any Med or smaller creature stopping when it moves within 5 ft. of target. Each friendly ibexian within 50' of ibexian can use its reaction to also move up to its speed in straight line to target stopping when it moves within 5 ft. of target. This move doesn't provoke opportunity attacks. Target and each creature within 20' of it: 14 (4d6) fire (DC 15 Dex half damage). For each ibexian in Pyroclasm after 1st fire increases by 3 (1d6) max (28) 8d6.

Source: Tome of Beasts 3 · OGL/Open