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The Blazing Bull

A monster in my Oriental Adventure campaign.  PCs calmed it down and turned it into a an army unit (I am using Stronghold and Followers for castle management) after taking over Ashina Castle.  Inspired by the boss of the same name from Sekiro.


THE BLAZING BULL
Huge beast, unaligned
Armor Class 12 (natural armor)
Hit Points 84 (8d12 + 32)
Speed 50 ft.
STR                 DEX                CON                INT     WIS                CHA
22 (+6)        10 (+0)        19 (+4)        2 (-4)  12 (+1)        5 (-3)
Damage Resistance bludgeoning, piercing and slashing from the front
Senses passive Perception 11
Languages 
Challenge 4 (1,100 XP)

Blazing. The bull’s horns have a log strapped to it which is dipped in oil. This not only drives the bull crazy it burns anyone who attacks the bull within 5 feet of it with 9 (2d8) fire damage. A creature that takes fire damage must make a DC 12 Dexterity saving throw or catch fire. A burning target takes 4 (1d8) fire damage at the start of their turn. They can spend an action putting the fire out.

Charge. If the blazing bull moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the blazing bull can make one hooves attack against it as a bonus action.

ACTIONS
Gore. Melee Weapon Attack: +8 to hit, reach 10 ft., all targets in a 10 ft. cone.
Hit: 19 (3d8 + 6) piercing damage and 9 (2d8) fire damage. A creature that takes fire damage must make a DC 12 Dexterity saving throw or catch fire.

REACTION
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature.

Screen Shot 2019-07-21 at 12.02.21 pm.png
Military Unit Stat-Block

Hit:22 (3d10 + 6) bludgeoning damage.

LEGENDARY ACTION
Gore. Melee Weapon Attack: +8 to hit, reach 10 ft., all targets in a 10 ft. cone.
Hit: 19 (3d8 + 6) piercing damage and 9 (2d8) fire damage. A creature that takes fire damage must make a DC 12 Dexterity saving throw or catch fire.

TACTICS
If the PCs put out the fire the bull calms down.  If they play dead or move more than 60 feet away it continues to rampage until the fire is put out but otherwise ignores them.

TREASURE
The barn contains Kikonu’s merchant cart which has four elegant locked chests (DC 15).  Each contains 1,000 + 11d6 sen.


 

Posted in 5e, Dungeons & Dragons, Monstrous Compendium, Oriental Adventures, The Ashina Legacy

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