Huge Fey, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 150 (15d10 + 75)
Speed 40 ft.
STR
20 (+5)
DEX
15 (+2)
CON
20 (+5)
INT
12 (+1)
WIS
11 (+0)
CHA
16 (+3)
Saving Throws STR +9, CHA +7
Skills Athletics +8, Intimidation +5, Perception +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Elvish, Sylvan
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Regeneration. Santi Claws regains 10 hit points at the start of his turn. If he takes acid or fire damage, he regains only 5 hit points at the start of its next turn. Santi Claws dies only if he is hit by an attack that deals 5 or more acid or fire damage while the he has 0 hit points.

Actions

Multiattack. Santi Claws makes three attacks: one with his sack and two with his claws.

Sack Smash. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 5) bludgeoning damage plus 5 (1d8) bludgeoning damage for each person trapped in the sack.

Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

Legendary Actions

Santi Claws can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. He regains spent legendary actions at the start of his turn.

Claws. Santi Claws attacks once with his claws.

Teleport. Santi Claws teleports to an unoccupied space he can see within 30 feet of him.

Chains of Christmas. (costs 2 actions) Santi Claws swings his chains at a target. Melee Weapon Attack +8 to hit, reach 10 ft., one target, Hit. 10 (1d8+5) bludgeoning damage.  If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pulled into the sack.  While there, the creature is incapacitated and takes 4 (1d8) psychic damage at the start of each of its turns. At the end of each of its turns, the creature can make a DC 16 Strength saving throw, escaping the prison on a success and reappearing in the nearest unoccupied space. A creature that dies in the prison is trapped there indefinitely.

Habitat: ArcticForest

Grymwyrd

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