Large Swarm of Large beasts, Neutral
Armor Class 17 Plate,natural
Hit Points 60 (3d10)
Speed 35 ft., Burrow 15 ft. It can stay underground for 1 turn before it must come back up
STR
18 (+4)
DEX
11 (+0)
CON
16 (+3)
INT
2 (-4)
WIS
3 (-4)
CHA
3 (-4)
Saving Throws STR +6
Skills Performance +0
Damage Resistances Bludgeoning
Condition Immunities Charmed, Stunned
Senses Darkvision, Tremorsense, Passive Perception 7
Languages Orc It can only understand not speak orc Understands orchive but can’t speak at all
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Special Trait Name. Dig: (the sloths has 15 ft of digging)

Dark vision: the sloth  has 60 ft of dark vision 

Still regeneration:( the sloth regenerates 1d8 hp for every turn it doesn’t move atack or use an action)

Actions

Action Name. Enter the description for your action.

Action Melee Attack. (Slam 2d8 + 4 bludgeoning damage) (claw 2d8-+4 slashing damage) (bite 2d4 +2 piercing damage)

Action ranged atack (rock throw 30 ft dc 10 dex throw it does 2d8 + 2 damage

 

special action (multi atack (limited) this creature gains a multi atack on a dc 10 performance saving throw)

Reactions

Reaction Name. Dig (it can dig completely into the ground for 1 turn as a reaction of being atacked a potentialy fatal blow)

Legendary Actions

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

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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

Warsloths where bread to be extremely tough they also are made to Cary shoulders weapons goods etc...

They are also made to outshine orc warriors not only in raw strength but in obedience.

these creatures have a telechanetic connection to their riders paired with the extremely low intelligence make for a very good war creature 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUrban

epiccooldudw67

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