Huge Monstrosity (Goblinoid), Chaotic Evil
Armor Class 18 Thick Skin
Hit Points 174 (12d12 + 84)
Speed 60 ft., climb 30 ft.
STR
20 (+5)
DEX
24 (+7)
CON
22 (+6)
INT
15 (+2)
WIS
18 (+4)
CHA
13 (+1)
Skills Athletics +13, Perception +15, Stealth +15
Damage Vulnerabilities Radiant
Damage Resistances Fire, Lightning
Damage Immunities Acid, Cold, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Exhaustion, Frightened, Poisoned
Senses Truesight, Passive Perception 18
Languages Abyssal, Goblin Abyssal & Goblin
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Dark Revelry: At night, while in the Grinning forest,the Yck-Grin revels in the darkness and gains advantage on all strength and stealth rolls.

Quit Playing With Your Food: If the Yck-Grin is standing still at night and adventurers manage to roll high enough to see it they will only see a large wicked looking grin in the darkness. The player or players that see this must make a wisdom saving throw (DC 17) or must become paralyzed for 1 minute. This only applies to the first player to spot the creature. If more than one player manages to see it then the one with the higher roll is affected. If two players have the same roll then they must both make the roll. 

What a Lovely Smile You Have: Players that see the Yck-Grin for the first time must succeed a wisdom saving throw (DC 15) or become frightened of the Yck-Grin for 1 minute.

Acid Rain: If the Yck-Grin is under 1/4 of its health, its acidic blood falls about it. Any creature that makes a melee attack against it takes 2d6 acid damage.

 

Actions

Noxious Vomit: The Yck-Grin vomits up glowing green acid mixed with small spikes that are leftovers from their previous victims in a 25 ft cone (DC 15 dexterity saving throw). Any creature hit takes 3d6 acid damage and 1d6 piercing damage. The ground where the vomit lands is then considered difficult terrain. And creature that moves through, starts, or ends their turn in the vomit takes 3d6 acid damage and 1d6 piercing damage. 

Umbral Sunder: Melee Weapon Attack: + 11 to hit, reach 10 ft., one or two targets. While Grappling a creature or with empty fists, the Yck-Grin can make one slam attack with each arm into the ground. The creatures take 11 (2d8+5) Bludgeoning damage for each slam. If the creature is slammed into the Noxious Vomit the damage from that applies (3d6 acid damage and 1d6 piercing damage). If the Yck-Grin uses both hands on a single creature the damage for the slam is increased to 22( 4d8+5) bludgeoning damage and can only be slammed once. 

Hungry Bite: Melee Weapon Attack: +10, reach 5 ft., one target. Hit: 14 (2d12 + 5)The Yck-Grin makes a bite attack at a creature. The creature must succeed on a DC 13 constitution saving throw or the Yck-Grin regains hit points equal to half the damage that was dealt to the creature.

 

Reactions

Gotcha: if a creature trys to leave the Yck-Grin's melee range the Yck-Grin can choose, instead of making an attack of opportunity, to grapple a creature in one of its hands. If both of the Yck-Grin's hands are already holding a creature/player this reaction cannot take place. 

Legendary Actions

Grasping Shadow: The Yck-Grin can stretch its arms 60 ft and grasp a creature that it can see and can attempt to  grapple them. If the player fails a DC 18 strength or dexterity roll they are considered grappled and the Yck-Grin can pull them into melee range, while still holding them. The creature(s) can make escape attempts from the grapple any time they take damage or on their turn

Description

The aptly named Yck-Grin supposedly got its name from a child who was travelling through the forest at night with their parents and managed to see it following behind them before they all were eaten. They say the last thing you see before your fires are snuffed out is a large wicked grin in the dark. The Yck-Grin stands around 25 ft tall and has dark blood-black skin. It vaguely resembles a goblin and has sharp pointed ears atop its head. It has intelligent and sinister red eyes, but no mouth on its face. Its mouth is actually located on its large portly belly that hangs over its legs. Its long powerful arms almost skim the ground and its claws are always blood red, it is unknown if this coloring is natural or the result of the Yck-Grin's malevolent ways. The Yck-Grin loves to play with its food. As such, the larger the smile, the more fun the Yck-Grin is having.

Lair and Lair Actions

The Grinning Forest: 

At night all creatures, except those with truesight, have disadvantage on perception checks.

Deep, bellowing laughter, crying, screaming permeate the atmosphere of the forest at night. 

 

Monster Tags: abberation

Habitat: Forest

GreyPandaKnight

Comments

Posts Quoted:
Reply
Clear All Quotes