Large Elemental, Chaotic Neutral
Armor Class 24 (Natural Armor + Constitution)
Hit Points 250 (20d10 + 140)
Speed 40 ft.
STR
27 (+8)
DEX
10 (+0)
CON
24 (+7)
INT
8 (-1)
WIS
18 (+4)
CHA
10 (+0)
Saving Throws STR +15, CON +14, WIS +11
Skills Athletics +15, Perception +11
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Paralyzed, Petrified, Poisoned, Prone
Senses Darkvision 60 ft., Passive Perception 10
Languages Terran and one language of its creator’s choice
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Magic Weapons. The myrmidon’s weapon attacks are magical.

Reckless Attack. When Grine make his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.

Danger Sense. Grine has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can’t be blinded, deafened, or incapacitated.

Brutal Critical (2 dice). Grine can roll two additional maul damage dice when determining the extra damage for a critical hit with a melee attack.

Relentless Rage. Grines rage can keep him fighting despite grievous wounds. If he drop to 0 hit points while he's raging and don’t die outright, he can make a DC 10 Constitution saving throw. If he succeed, he drop to 1 hit point instead. Each time he use this feature after the first, the DC increases by 5.

Consult the Spirits. Grine has the ability to consult with his ancestral spirits. When he do so, he cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of his ancestral spirits to the chosen location. Wisdom is his spellcasting ability for these spells.

Actions

Multiattack. Grine makes three maul attacks. He can replace one of his attacks with thunderous Strike if its availlable.

Maul. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 8) +4 if raging, bludgeoning damage.

Thunderous Strike (Recharge 5-6). Grine makes one maul attack. If the attack hits, it deals an extra 21 (4d10) thunder damage, and the target must succeed on a DC 21 Strength saving throw or be knocked prone.

Rage. On Grine's turn, he can enter a rage as a bonus action. While raging, he gain the following benefits:

  • Grine has advantage on Strength checks and Strength saving throws.

  • When Grine make a maul attack using Strength, he gains a +4 bonus to his damage.

  • Grine has immunity to bludgeoning, piercing, and slashing damage.

  • Can't Concentrate or Cast spells.

  • Ancestral Protectors. Spectral warriors appear when Grine enter his rage. While hes raging, the first creature he hit with an attack on his turn becomes the target of the warriors, which hinder its attacks. Until the start of his next turn, that target has disadvantage on any attack roll that isn’t against Grine, and when the target hits a creature other than him with an attack, that creature has resistance to the damage dealt by the attack.

Reactions

Spirit Shield. If Grine is raging and another creature he can see within 30 feet of him takes damage, he can use his reaction to reduce that damage by 12 (4d6). The attacker takes an amount of force damage equal to the damage that his Spirit Shield prevents.

DnDPaladin

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