Gargantuan Effects. While Comrad is Gargantuan the DC to All of his effects, attacks and legendary actions becomes 27, his plus to hit increases to +21, damage dealt to objects and structures are quadrupled, His AC increases to 28, knock back effects double the length of the knock back and vitality steal reduces the targets Constitution score by 2, 4 If the target failed by 5 or more and 2 level of exhaustion if the target failed by 10 or more.
Immutable Form. Comrad is immune to any spell or effect that would alter his form except his own.
Magic Resistance. Comrad has advantage on saving throws agai spells and other magical effects.
Magic Weapon. Comrad’s weapon attacks are magical
Siege Monster. Comrad deals double damage to objects and structures
Legendary Resistance (5/Day). If Comrad fails a saving throw, he can choose to succeed instead.
Multiattack. Stamini can make 4 fist attacks or 3 rock attacks , replace 2 attacks with vitality steal or small rock attack.
Fist/kick/slam. Melee Weapon Attack: +19 to hit, reach 10 ft., 1 target. Hit: 28 (3d12 + 10) [bludgeoning] damage. If the target is same size as Stamini or smaller, DC 20 strength check or be grappled, only grapple 2 creatures at a time. If both grapples are in use or Stamini doesn’t wish to grapple the target of attack the target must make a DC 20 Strength save or be knock 10 feet away from Stamini and be knocked prone (the strength DC along the the amount of strength modifiers gained from vitality steal and knock back increases by 5 feet every modifier increase).
Vitality steal. MeleeWeapon Attack: While making physical contact with another creature of the same size as Comrad or smaller the creatures must make a DC 20 charisma saving throw, on fail the creature loses 1 constitution point, if fail by 5 or more the creature loses 2 constitution points and if fail by 10 or more the creature gains 1 level of exhaustion. All constitution points the grappled creatures lose Comrad gains in either strength score or dexterity score or both split evenly strength getting the higher score.
Rock. Ranged Weapon Attack: +19 to hit, range 120/360 ft., one target. Hit: 30 (4d10 + 10) bludgeoning damage. If the object thrown is small or smaller than the attack deals 18 (2d4 + 10) piercing damage and Five of these rocks can be thrown at a time. Target four other creatures within 15 feet of the original target must succeed at a DC 20 Dexterity saving through or be hit by the rocks, on a natural 20 rocks of this size deal an extra dice of damage.
Enlarge (Recharge 5-6). For 10 minutes Comrad magically increases in size, along with anything he is wearing or carrying. While enlarged, Comrad is Gargantuan, adds two damage dice to each attack, and makes Strength checks and saving throws with advantage. If Comrad lacks room to become Gargantuan, the room breaks to accommodate him.
Comrad can take 5 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. Comrad regains spent legendary actions at the start of his turn.
Attack. Comrad can make a fist or rock attack.
Bone Breaker (Costs 2 Actions). Comrad makes a contested Strength (Athletic) check against either a grappled target or a target within 10 feet, if the creature fails Comrad makes one limb unusable and deals 23 (3d10 +7) bludgeoning damage, if the target fails by 20 or more, Comrad breaks the targets neck, reducing the target to 0 hit points and paralysing it until greater restoration or wish is casted on it, if the target has no neck the damage is doubled.
Ground Pound. Comrad stomps the ground, all creatures within 60 feet of him must make a DC 23 Strength saving throw or be knocked prone and take 26 (4d8 + 10) Thunder damage.
Russian Smash (Costs 2 Actions). Comrad slams the ground with both his fists, any creatures grappled by him take 30 (4d10 + 10) bludgeoning damage and any creatures under his fists have to succeed at a DC 20 Dexterity saving throw or take 30 (4d10 + 10) bludgeoning damage and be knocked prone.
Description
Enter a general description for your monster here.
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:
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If the [monster name] dies, these effects fade over the course of #d# days.
Previous Versions
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1/27/2021 6:59:45 PM
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Coming Soon
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