Reclusive - The being does it's best to avoid interaction with any other living creature's, staying within the mountains at the edge of creation where it can bring no one harm.
Primordial Roar - The creature releases a guttural battle cry, giving all opponents who fail a constitution saving throw disadvantage for the next two battle phases. Save DC 15.
Stomp Attack - Stomp Attack: +15 to hit, reach 15 ft. radius aoe, X amount of target(s). Hit: 2d20 + 10 Crushing damage. Those caught in the aoe shockwave take half damage from their rolls.
Club Attack - Club Attack: +15 to hit, reach 30ft, 1-3 target(s). Hit: 5d10 + 15 Bludgeoning damage.
Leaping Stomp Attack - Leaping Jump Attack: +10 to hit, range 100ft, 1-5 target(s). Hit 1d100 (direct hit) Crushing damage. Those caught in the aoe shockwave take half damage from their rolls.
Once after using Dormin's sense as a bonus action Valus can use his will to make the sword turn on its Wielder, binding them and keeping them from moving for 3 battle phases.
Dormin's Sense - Upon having it's vital points revealed by the Chosen Wielder shining light upon it, the creature gets a momentary sixth sense, feeling where the sword is, giving it a general idea of where it's Hunter is.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
Valus is a colossal construct created by the Gods from earth and grass, given life by the fragment of Dormin's soul that dwells within it. It is programmed by the God's to avoid interaction with other living things, including the other fragments of Dormin as this could lead to the resurgence of the God of Life and Death who was a menace to Deities and Mortals alike. Valus stands at a whopping 75ft tall and weighs over 5 tons with enough body mass to move a mountain if it needed to, which in fact it does quite often in the wild. It dons armor made from stone with carvings of the deities which tell the story of how they split Dormin's soul into several pieces and imbued them into the constructs. He wields a mighty club made of a uprooted Great Oak tree that he uses as a weapon should he ever need it.
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.
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