Large Humanoid (Any Race), Chaotic Evil
Armor Class 18 (natural)
Hit Points 100 (10d8 + 20)
Speed 30 ft.
STR
30 (+10)
DEX
1 (-5)
CON
30 (+10)
INT
1 (-5)
WIS
1 (-5)
CHA
10 (+0)
Saving Throws STR +15, CON +15
Skills Athletics +4, Deception +4
Damage Resistances Bludgeoning, Piercing, Slashing
Condition Immunities Charmed
Senses Passive Perception 1
Languages giant
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Gar-Gar-no-mi. Whitebeard has eaten a devil fruit that has given him powers similar to a giant's

Gar Gar Stitcher. Whitebeard can heal ten hitpoints. But if he took damage from fire or acid it is impossible. He can use this every two three turns.

Quintessant Strike. Whitebeard makes a single Punch attack doing an extra 2d8 lightning damage. He can use this every three turns.

Gar Gar Dreadnought Stance. Whitbeard can make a stance to add two to his AC and he cannot be knocked prone this way for two turns. He cannot attack this way but every time he is damaged it is halved and they will take 2d8 fire damage. He can use this every four turns.

Gar Gar Boulder. Three times a day Whitebeard can throw a boulder that has a range of 30/60ft. If they fail a DC dexterity 16 they will take 2d12 bludgeoning damage and an extra 1d12 damage of fire, bludgeoning, cold, lightning, or thunder.

Armament Haki. Whitebeard can add one to his AC and attacks will have disadvantage on him and he can subtract 1d6 from the attack roll. Or he can use haki on his fist or sword to deal an extra 1d12 damage for three turns. He can use this every four turns.

Whirlwind Punch. With a single punch Whitebeard sends a punch of wind with a range of 50ft doing 2d12 bludgeoning damage and pushing them back by 20ft and will be knocked prone if they fail a DC strength 15. If they succeed they are only pushed. He can use this three times a day. 

Actions

 

Punch. Melee weapon attack. 1d20+5 to hit. 5ft range. 3d8+5 bludgeoning damage. He can do another 1d8 of the following types of damage (Fire, cold, bludgeoning, thunder, lightning.)

Ground Pound. Ranged Weapon Attack. DC dexterity 15, on successful save target takes half damage. 3d6 bludgeoning damage. Target is pushed back by 35ft if they fail save.

Shockwave Stomp. Ranged Weapon Attack. DC dexterity 15, on successful save they take half damage. 1d8+3 bludgeoning damage and 2d10 lightning damage and target is knocked into the air by 30ft. 

Monster Tags: NPC

Habitat: Coastal

RORN_THE_RIGHTOUS

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