Gargantuan Monstrosity, Neutral
Armor Class 26 Natural armour
Hit Points 360 (18d20 + 30)
Speed 60 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws WIS +17
Skills Insight +6
Damage Resistances Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine; Piercing and Slashing from Nonmagical Attacks that aren't Adamantine; Bludgeoning, Piercing, and Slashing from Magic Weapons; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks while in Dim Light or Darkness, Ranged Attacks, Damage Dealt By Traps; All, Bludgeoning from non magical attacks; Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness, Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Damage Immunities Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered; Piercing and Slashing from Nonmagical Attacks that aren't Adamantine; Bludgeoning, Piercing, and Slashing from Metal Weapons; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine or Silvered
Senses Truesight, Passive Perception 90
Languages Common
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Dab. The bruh does a dab and everyone else does a dab.

Spellcasting. The bruh is a 1st-level spellcaster. Its spellcasting ability is Wisdom(spell save DC 18, +100 to hit with spell attacks). 
Cantrips (at will): Fire Bot, Acid Splash
1st level (2 slots): Chaos Bolt, Command

Actions

Change Shape (100/Day). The bruh magically polymorphs into a giant goat, and can remain in this form for as long as it wants.

While in giant goat form the bruh maintains the ability to speak, but the rest of the stat block is transformed into that of a giant goat's.

Spank. Melee Weapon Attack: +18 to hit, reach 10 ft., 1 target. Hit: 25 (1d20 + 5) bludgeoning damage. 

Kicks a lunchbox at a person. Ranged Weapon Attack: +20 to hit, range 100 ft., 1 target. Hit: 50 (4d20 + 10) bludgeoning damage.

Reactions

Spaz. When bruh gets down to 10 hit points he flies 100 ft away, spazzing. 

Legendary Actions

The bruh can take 1 legendary action, using the one below. The bruh regains spent legendary actions at the start of its turn.

Bruhfferhoood (Costs 1 Actions). The bruh pats one target on the back. That one target must make a DC 25 Strength saving throw or take 25 (1d20 + 5) bludgeoning damage and be knocked prone.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The bruh is an ancient creature of great weirdness.

Lair and Lair Actions

Bruhs make their lairs in self- built gargantuan recording studios, usually in the middle of cities, where their neighbours get no sleep due to the enormous amounts of loud sounds going 24/7.

Lair Actions

On initiative count 20 (losing initiative ties), the bruh takes a lair action to cause one of the following effects; the can’t use the same effect two rounds in a row:

  • The bruh turns up his boombox and all players inside or in a 15 foot radius of the lair must take a DC 25 Constitution saving throw or take 20 (1d20 + 0) thunder damage and become deafened for 2 hours.
  • The bruh does the orange justice dance really badly and any creature who can see the bruh must take a DC 25 Intelligence saving throw or take 25 (1d20 + 5) psychic damage and become blinded for 2 hours.

Regional Effects

The region containing a legendary bruh’s lair is affected by the bruh's loud 24/7 tunes, which creates one or more of the following effects:

  • All the commoners in the city are sleep deprived, irritable and drowsy so they will be more likely to attack adventurers, but all their stats are now 9 (-1) and they have a 65% chance of missing with their club.
  • There are no wild beasts in the area and any beasts you have will be spooked by the loud noises and will attempt to flee

If the bruh dies, these effects fade over the course of 1d4 days.

Monster Tags: TitanShapechanger

Habitat: Urban

AtharoRendath

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