Huge Aberration, Chaotic Neutral
Armor Class 17 Natural Armor
Hit Points 25 (3d10)
Speed 35 ft.
STR
20 (+5)
DEX
7 (-2)
CON
18 (+4)
INT
9 (-1)
WIS
9 (-1)
CHA
7 (-2)
Saving Throws STR +9, CON +8
Damage Resistances Bludgeoning
Condition Immunities Frightened, Unconscious
Senses Darkvision, Passive Perception 1
Languages Some Common
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Actions

Charge. This creature charges towards a wall/gate and does a strength check with a DC determined by the dungeon master. 

Titanic Punch. Melee Weapon Attack: +4 to hit, reach 3 ft., 1 target. Hit: 7 (1d8 + 2) bludgeoning damage. 

Titanic Throw. Ranged Weapon Attack: +2 to hit, range 10/20 ft., 1 target. Hit: 8 (1d8 + 4) bludgeoning damage. 

Description

It is a large human like monster that is covered in strong, bone like armour plates on his body it has exposed muscles below this. It has a very powerful healing factor and can heal almost any wound, unless you slice off the nave of it's neck. 

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.

Monster Tags: abberation

Habitat: Grassland

Gruffylion8

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