Medium Monstrosity, Any Evil Alignment
Armor Class 25
Hit Points 250 (2d20)
Speed 60 ft., he dashes 60ft in any direction
STR
25 (+7)
DEX
25 (+7)
CON
20 (+5)
INT
4 (-3)
WIS
4 (-3)
CHA
2 (-4)
Saving Throws STR +11, DEX +11, CON +9
Skills Intimidation +23
Damage Resistances Damage of the type matching the animated breath's form (acid, cold, fire, lightning, or poison)
Damage Immunities Cold, Psychic
Senses Passive Perception 11
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

He has incredible regenerative capabilities. He does not oxygen to exist the only thing he needs is gravity to stay on the ground. Every 10mins he regains 2d20 health. 

Actions

This nomu has chainsaws on his arm that extend 20ft out from his body. He make the chains spin at will and also in close range he is incwedibley strong. With muscles larger that most peoples heads. Any time he lands a hit you are knocked flat on your back. And if you managed to block the hit you are still pushed back 20ft. He does 3d20 on a successful  save and 6d20 on failed save.

Bonus Actions

If he is hit he can roll a constitution saving throw and take half damage.

Reactions

shock absorbtion - Nomu can abosrb any melee attack taking the amount of damage rolled however there is no knock back and the nomu can continue forward. However if he succeeds on a strength save along with shock absorbtion 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Nomu are powerful monsters created from human corpses whose bodies were drastically altered in order to make them stronger and allow them to hold multiple Quirks.The aforementioned human experiment ceases all higher brain function, leaving them with no will of their own, and making it so they require commands from a superior in order for them to act.

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.

Habitat: DesertGrasslandMountain

Monkeykingkong

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