Size:
Large
Type:
Magical Beast
Form:
ungulate
Temper:
# App:
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Healing Touch (3/Day)
The karkadann touches another creature with its horn. The target magically regains 22 (4d8 + 2) hp and is cured of all diseases and poisons afflicting it.
Action
Hooves
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Action
Horn
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.
Action
Multiattack
The karkadann makes two Hooves attacks or one Horn attack and one Hooves attack.
Action
Toss
One Large or smaller creature impaled by the karkadann is thrown up to 30 feet in a random direction and forced prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be forced prone.
Special
Impaling Charge
If the karkadann moves at least 20 feet straight toward a target and then hits it with a Horn attack on the same turn, the karkadann impales the target on its horn, grappling the target if it is a Large or smaller creature (escape DC 15). Until the grapple ends, the target is restrained, takes 18 (4d8) piercing damage at the start of each of its turns, and the karkadann can't make horn attacks against other targets.
Special
Magic Resistance
The karkadann has advantage on saving throws against spells and other magical effects.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
2 hooves
6 (1d6+2)
Action
gore
8 (1d8+4)
Special (Ex)
Magical Strike
Special (Ex)
Sure-Footed

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Special
1/day
dimension door, neutralize poison (DC 19)
Special
3/day
cause fear (DC 16)
Special
Constant
detect evil, detect good
Special
Magical Strike (Ex)
A karkadann's gore attack is treated as a magic cold iron weapon for the purpose of overcoming damage reduction.
Special
Sure-Footed (Ex)
A karkadann takes no penalty to speed or on Acrobatics or Stealth checks when moving through sandy or desert terrain.
Taller than an elephant, this one-horned beast combines a mottled leathery hide, a tail like a lion's, and three-hoofed toes on each foot. Its low, mournful wail echoes across the grasslands.
Living on warm grassy plains and in windswept desert lands, the karkadann is a solitary creature, sometimes known as the “Lord of the Desert." It uses its long, black horn to defends its vast territory from other creatures, and its ferocity is legendary. The karkadann has a particular dislike of elephants, driving them from its turf by stabbing their flanks and haunches with its deadly horn.
Haunting Wail. The karkadann has a loud, haunting call, a wail which carries for miles across flat terrain. Some speculate that it is calling for a mate; others that it is crying out in loneliness, for there are few karkadanns left in the world. Their formidable nature makes them attractive targets for trophy hunters, and their horns are highly prized as components for antidotes and for curing disease.
Musical Solace. Despite its aggression, not every encounter with a karkadann ends in violence. The great beast finds the cooing of ring doves very soothing, and it will lie peacefully under trees where they are nesting. Those suffering illness and seeking assistance from the karkadann sometimes wait beneath such trees, hoping to be healed by the karkadann's magic horn while it listens to the cooing doves.
5e SRD