Hearts of the Void (Mythic Trait; Recharges after a Short or Long Rest). When Cho'gath is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, the damage creates cracks in its carapace, revealing its hearts. Cho'gath has four hearts: two on its chest, one on its back, and one at the base of its tail. A heart has an AC of 22 and 100 hit points. It is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks, and it is immune to all conditions. If it is forced to make a saving throw, treat its ability scores as 10 (+0). If it finishes a short or long rest, the carapace heals, any destroyed hearts regenerate, and the hearts are covered again. Cho'gath dies when all the hearts are destroyed.
Legendary Resistance (3/Day). If Cho'gath fails a saving throw, it can choose to succeed instead.
Magic Weapons. Cho'gath’s weapon attacks are magical.
Siege Monster. Cho'gath deals double damage to objects and structures.
Magic Resistance. Cho'gath has advantage on saving throws against spells and other magical effects.
Multiattack. Cho'gath makes three attacks: one with its pincers, one with its tail and one with it's vorpal spikes.
Pincer. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and if the target is a creature, it is grappled (escape DC 26). Until the grapple ends, the target is restrained, and Cho'gath can’t use this attack on more then two people at once.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage, and if the target is a creature, it is knocked prone.
Vorpal Spikes. Ranged Weapon Attack: +18 to hit, 60 ft., one creature. Hit: 20 (3d6 + 10) piercing damage, and if the target is a creature, it's movement speed is halved till the end of its next turn.
Bite. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 29 (3d12 + 10) piercing damage. If the target is a Large or smaller creature grappled by Cho'gath, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Cho'gath, and it takes 42 (12d6) acid damage at the start of each of Cho'gath’s turns. If Cho'gath takes 50 damage or more on a single turn from a creature inside it, Cho'gath must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Cho'gath. If Cho'gath dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.
Feral Scream [Recharge 5-6]. Cho'gath lets loose a violent scream causing all foes within a 30ft cone to make a DC20 Con save or be silenced until the end of their next turn.
Cho'gath 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. Cho'gath regains spent legendary actions at the start of its turn.
Move. Cho'gath moves up to its speed.
Tail. Cho'gath makes one tail attack.
Bite (Costs 3 Actions). Cho'gath makes one bite attack.
If Cho'gath’s mythic trait is active, it can use the options below as legendary actions for 1 hour after using Hearts of the Void.
Rupture (Costs 2 Actions). Each creature within 10 feet of Cho'gath must make a DC 20 Dexterity saving throw, taking 13 (3d8) piercing damage on a failed save, or half as much damage on a successful one. On a failed save a creature is stunneduntil the end of its next turn.
Feast (Costs 3 Actions). Cho'gath makes one bite attack. If successful Cho'gath heals 50 HP and grows one size category larger resulting in his attacks all dealing one additional damage die.
Previous Versions
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4/17/2021 1:37:00 AM
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Posted Jun 23, 2022ok so dose he start out as gargantuan or is he like medium or something