Solitary Beasts. Monocerus are herbivores but do not travel in herds. It is rare to see more than one monocerus at a time. Mates typically leave shortly after their coupling, wandering in separate directions. They do not dislike the company of their own kind, and just choose to wander in different directions. When two monocerus are seen at the same time they are typically mates who just happened to continue down the same path.
Mundane Amid Magical. The monocerus are fierce and wild creatures, reputedly so swift no hunter has managed to catch one. They dwell in similar habitats with the unicorn but do not limit themselves to a specific forest and instead roam across the landscape. The natural enemy of the elephant, monocerus attack the large beasts whenever encountered. Otherwise monocerus seldom attack unless provoked, preferring to free until cornered.
Unbreakable Horn. The horn of a monocerus is not innately magical. However, it is surprisingly strong, and able to pierce virtually anything. Like the unicorn, the horn of a monocerus is often desired by spellcasters as a component for spells or crafting magical items.
Large monstrosity, unaligned
Armour Class 15 (natural armour)
Hit Points 105 (10d10+50)
Speed 80 ft.
Str 18 (+4), Dex 8 (-1), Con 20 (+5), Int 2 (-4), Wis 12 (+1), Cha 8 (-1)
Senses darkvision 60 ft., passive Perception +11
Challenge 4 (1,100 xp)
Adamant Horn The horn of a monocerus counts as magic and adamantine for purposes of Damage Resistance.
Charge If the monocerus moves at least 30 feet straight towards a creature and hits it with a horn attack on the same turn, the target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the monocerus can make a stomp attack against it as a bonus action.
Horn. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 17 (2d12+4) piercing damage.
Stomp. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 18 (4d6+4) bludgeoning damage.
This massive pile of assorted coinage is imbued with an elemental spirit that gives it the semblance of life. Treasure hordes are similar to golems, only their creation is accidental, a spontaneous event.
Living Lucre. Treasure hordes form when vaults or personal hoards are built in an area where the planar walls are weak. Energies from other realms bleeds into the vault, touching the treasure. Even this extraplanar energy is not enough to animate the treasure: the owner must obsess over their valuables, caring more about the gold and jewels than living things. This adoration and anthropomorphization of the treasure attracts elemental spirits that bond with the gold and gems. Some misers or banks have attempted to create a treasure horde to defend their vaults, while also offsetting the need for paid guards. These attempts rarely succeed, but there have been reports of successes.
Dragon Hoards. The conditions needed to create a treasure horde are rare. However, of all collections of valuables in the world, a disproportionate number of dragon hoards become animate. This has as much to do with the dragon’s choice of lair as it does with their obsession with treasure. Many wyrms favour locations strong with elemental energy, such as fetid swamps or volcanic caverns.
One of Many. The elemental force that imbues the treasure horde with life equally affects all coins and valuables counted within. All the coins move as a single amorphous being for a singular purpose. There is no heart of core to a treasure horde. Coins removed from the horde quickly become inanimate, while new coins introduced to the horde become a part of the creature. Damage that scatters the parts of the horde weakens its spirit, until it can no longer sustain the body and the spirit departs.
Ageless Guardians. Like golems, treasure hordes have no individuality or personality, lacking ambition and desire. Treasure hordes are content to remain in their vault, growing in size as valuables are added. Intruders are slain and their valuables added to the collective wealth. Treasure hordes instinctively know the being whose obsession led to their creation and allow them to periodically take small amounts of valuables. However, if the creator threatens its existence through careless spending, the treasure horde will attack.
Huge construct, unaligned
Armour Class 17 (natural armour)
Hit Points 207 (18d12+117)
Speed 40 ft.
Str 14 (+2), Dex 20 (+5), Con 21 (+5), Int 2 (-4), Wis 10 (+0), Cha 1 (-5)
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine.
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands common and draconic but can’t speak
Challenge 12 (8,400 xp)
Immutable Form. The treasure horde is immune to any spell or effect that would alter its form.
Magic Resistance. The treasure horde has advantage on saving throws against spells and other magical effects.
Magic Weapons. The treasure horde’s weapon attacks are magical.
Swarm. The treasure horde can occupy another creature’s space and vice versa, and the treasure horde can move through any opening large enough for a large coin.
Multiattack. The treasure horde makes two slam attacks.
Slam. Melee Weapon Attack: +9 to hit, reach 15 ft., one creature. Hit: 18 (3d8+5) bludgeoning damage and the target is grappled (escape DC 15). Until this grapple ends, the creature is restrained. The treasure horde can grapple one Huge creature or two Large or smaller creatures at one time. At the start of each of the horde’s turns, each target grappled by it takes 18 (3d8 +5) bludgeoning damage. A creature within 5 feet of the horde can attempt to pull a creature or object out of the horde. This requires an action and a DC 15 Strength check.
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