Nature +5
Perception +5
Survival +5
Darkvision 60 ft., Passive Perception 15
Vine Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d8 + 3) slashing damage. The target must succeed on a DC 13 STR saving throw or be pulled 5 feet closer to Cernunnos. |
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Multiattack: Cernunnos makes two attacks: one with his antlers and one with his vine whip. Antler Strike. |
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Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 3) bludgeoning damage. |
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Cernunnos can take 1 legendary action per round, choosing from the options below: Lashing Vines. A thorny vine lashes out at a creature within 20 feet. The target must make a DC 13 DEX saving throw or take 6 (1d8 + 2) piercing damage. Fey Displacement. Cernunnos teleports up to 15 feet to an unoccupied space he can see. |
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Opening Moves: Begin with Call of the Wild to summon beasts that harass and distract the party. Battlefield Control: Use Vine Whip to pull players into difficult terrain or into range of his summoned beasts. Escape or Ambush: When injured, Cernunnos can use Fey Step to retreat and regroup with his beasts. |
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Cernunnos is a figure from ancient Celtic mythology, often referred to as the Horned God. While details about him are sparse and interpretations vary, he is generally associated with nature, fertility, animals, and the wild. Here's an overview of Cernunnos and his key aspects:
Appearance
Roles and Symbolism