Huge Giant, Chaotic Evil
Armor Class 17 Natural Armor
Hit Points 217 (17d12 + 50)
Speed 40 ft.
STR
25 (+7)
DEX
14 (+2)
CON
22 (+6)
INT
10 (+0)
WIS
8 (-1)
CHA
16 (+3)
Saving Throws STR +11, CON +10
Condition Immunities Charmed, Frightened
Senses Passive Perception 15
Languages Common Can understand but not speak, Giant
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Special Trait Name. Dark vision - has dark vision for up to 120 ft of darkness.

Keen sense - Advantage on Wisdom (perception) checks involving smell and sound.

Poor Depth Perception - Disadvantage on range attack throws of 40 ft away.

 

 

Actions

Multiattack. Ungard The Defiler gets 2 melee and 1 rock attacks per round or a Scattering Attack.

Spiked Great Club. Melee Weapon Attack +7 to hit, range 10 ft., one target.
Hit: # (4d12 + 7) piercing damage

Throw Rock. RangedWeapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 28 (4d10 + 7) bludgeoning damage.

Frightful Presence. Each creature with in 100 feet must make a DC 15 wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success. If the creature succeeds the saving throw or the effect ends, the creature is immune to Ungard's Frightful Presence for the next 24 hours.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Legendary Actions: Ungard The Defiler can take 2 legendary actions. Choosing from the options below. Only one Legendary Action can be used at a time and only at the end of another creature's turn. Ungard regains legendary actions at the end of its turn.

Scattering Attack (Costs 1 Action). Makes a melee attacks at random creatures with in 10 feet. If the attack hits, the creatures hit must make a DC 16 Constitution Saving Throw or be thrown back 10 feet and be knocked prone. 

Description

Ungard The Defiler built his domain in the Shiverstone Mountains SW of Keldor. Ungard mostly keeps his pillaging dominance around Urk, Lormod and Shiverstone proper. His domain ends just before the Western Desert and the East side of Keldor. The people he subjugates  fear him and don't have the courage to rise against their warmongering ruler. Attempts at trying to contact Keldor are met with death and raiding parties on anyone's home who attempt to notify the Higher-arch. Ungard wealds a spiked great club that he decorates with skulls of his slain foes.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count 20 (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:

  • Rock slides frequently fall down the mountain side and inside the cavern. Creatures climbing must make a DC 15 Dexterity saving throw or be pushed 20 ft down the mountain if climbing or knocked prone if inside the cavern, taking 3d6 bludgeoning damage.  
  • A strong gust of wind passes through the cavern extinguishing unprotected flames. Creatures must make a DC 10 CON check or be pushed back 10 feet.   

Regional Effects

The region containing Ungard The Defiler’s lair is cursed by a greater entity, which creates one or more of the following effects:

  • A unbearable stench of decaying and rotting bodies protrudes from the cavern. All creatures in the cavern have disadvantage on Wisdom (perception) checks
  • Fog obscures the mountain with in 6 miles of the lair.

If Ungard The Defiler dies, these effects fade over the course of 2d6 days.

Habitat: Hill

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