Magic Resistance. The Apex has advantage on saving throws against spells and other magical effects.
Regeneration. The Apex gains 2d6 of health at the start of their turn unless they take fire or acid damage.
Crushing Grip. Targets grappled by the Apex take 2d8 bludgeoning damage at the start of their turn.
Multiple Appendages. The Apex can grapple up to 3 targets.
Giant Hunter. The Apex deals double damage to creatures of sizes large and above.
Multiattack. The Apex can make three attacks. Two with its claws and one smash.
Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 33 (4d10 + 6) slashing damage. If the target is a creature, it is grappled (escape DC 18) unless it succeeds a DC 18 Dexterity saving throw. Until this grapple ends, the target is restrained, and the Apex can't grab another target.
Smash. Melee Weapon Attack: +9 to hit, reach 5 ft., all targets within a 10 ft. radius. Hit: 25 (3d12 + 4) bludgeoning damage.
Caustic Stream. Ranged Weapon Attack: +8 to hit, reach 25 ft. line. Hit: 22 (2d12 + 2) acid damage.
Crush. The Apex inflicts 2d8 bludgeoning damage to a grappled creature. Target creature can perform a DC 20 dexterity, strength or con saving throw to free themselves, but if they fail, they take double damage.
Grab. Creatures performing a melee attack on the Apex must succeed a DC 19 Strength saving throw or become grappled at the end of their turn.
Comments