Large Monstrosity, Chaotic Evil
Armor Class 16
Hit Points 120 (13d10 + 48)
Speed 40 ft., climb 40 ft.
STR
19 (+4)
DEX
12 (+1)
CON
20 (+5)
INT
10 (+0)
WIS
11 (+0)
CHA
14 (+2)
Saving Throws DEX +4, CON +8, CHA +5
Skills Deception +8, Perception +12, Stealth +6
Senses Darkvision 120 ft., Passive Perception 22
Languages Common
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Legendary Resistance (2/Day) If Rhodon fails a saving throw, it can choose to succeed instead.

Actions

 Reckless Attack: At the start of its turn, Rhodon can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Multiattack. Rhodon makes three attacks: two with his Flail and one with his Sword.

Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.

Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Skull Crusher. At the begin of his turn, if a creature is grappled by Rhodon, he can use his action to Crush the creatures Skull. It must succeed on a Constitution saving throw or take 32 (4d10+10) bludgeoning damage as their skull begins to crack. On a successful save, the creature takes half the damage and can attempt to break free of the grapple.

Earthbreaker (Recharge 5–6). Rhodon hammers down his sword to the Earth. Stone erupts in an 60-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be pushed back 5 feet, be knocked prone and take 12 (2d6+5) bludgeoning damage plus 12 (2d6+5) slashing damage. On a successful save, the creature takes only half the damage and isn't knocked prone, but is still pushed 5 feet out of the Eruptions space into an unoccupied space of the creature's choice. 

 

 

Bonus Actions

Reckless Attack. 

Legendary Actions

Rhodon can take 2 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. Rhodon regains spent legendary actions at the start of his turn.

Charge. Rhodon rushes up to his movement speed (40ft.) towards a target. All creatures in his way including the target must succeed on a DC 16 strength or dexterity (their choice) saving throne or take 8 (1d4+5) damage and be knocked prone.

Grab the Head. If a creature is under the prone condition, Rhodon can move up to 10 ft. towards it and try to grapple it by their head.

hexhex

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