Large Humanoid (Goliath), Neutral Evil
Armor Class 30 Plate
Hit Points 450 (17d12 + 30)
Speed 40 ft.
STR
20 (+5)
DEX
20 (+5)
CON
20 (+5)
INT
14 (+2)
WIS
17 (+3)
CHA
20 (+5)
Saving Throws STR +11, INT +8, WIS +9
Damage Vulnerabilities Force
Damage Resistances Acid, Cold, Fire, Necrotic
Condition Immunities Petrified
Senses Blindsight, Darkvision, Tremorsense, Truesight, Passive Perception 13
Languages LANGUAGES: Common, Giant, Primordial
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits
Proficiency: 
Animal Handling
Perception
 Athletics 
Investigation
Survival 
Perception 
 
 
Unarmored Defense PHB, pg. 48

While not wearing armor, your AC equals 10 + DEX modifier + CON modifier + any shield bonus.

Reckless Attack PHB, pg. 48

When you make your first attack on your turn, you can decide to attack recklessly, giving you advantage on melee weapon attack rolls using STR during this turn, but attack rolls against you have advantage until your next turn.

Danger Sense PHB, pg. 48

You have advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated.

Extra Attack PHB, pg. 49

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Mindless Rage PHB

You can’t be charmed or frightened while raging.

Feral Instinct PHB, pg. 49

You have advantage on initiative rolls. Also, if you are surprised at the beginning of combat but not incapacitated, you can act normally on your first turn if you enter a rage before doing anything else.

Brutal Critical PHB, pg. 49

You can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

Retaliation PHB

When you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Improved Critical PHB 

Your weapon attacks score a critical hit on a roll of 19 or 20.

Actions

 Melee Attack: Great Axe +11 to hit, (1d12+5), 5ft reach, [Slashing] For every 100-hit point it lost add +1 to hit and damage until it loses 300 hit points. 

Intimating Presence 

You can frighten a creature that you can see within 30 ft. If it can see and hear you, it must succeed on a WIS saving throw (DC 19 or be frightened until the end of your next turn. You can use your action to extend the duration of this effect each turn, unless it moves out of line of sight or more than 60 ft. away from you.

Unarmed strike   6 points of Bludgeoning +11 to hit 

Special Actions 

Action Surge (Special)

You can take one additional action on your turn. This can be used 1 time per short rest.

 

Bonus Actions

 Vukan's Haste- To Hit: +11 Damage: 6 points of Bludgeoning Damage.   Stat: DEX Range/Area: 30ft. Reach

Rage As a bonus action enter a rage for up to 1 minute (10 rounds).

You gain advantage on STR checks and saving throws (not attacks), +4 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.

Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action.

5 uses then a long rest to regain this action. 

 Second wind: Once per short rest, you can use a bonus action to regain 1d10 + 3 HP. Use once per short rest 

Frenzy Attack

While in a frenzy, you can make a single melee weapon attack as a bonus action on each of your turns after this one.

 
 
 
 
 
Reactions

Torment:

Attack Type:

Natural Attack to Hit: +11
Attack/Save: INT 15
Damage: 1d12+8
Damage Type: Necrotic
Stat: CHA
Range/Area: 5ft. Reach
Proficient: Yes
if they fail the con save of 15, they take 10 points of psychic damage plus 1d12+9 necrotic.

The Chain Vail's Action

Casting Time:
To Hit: +11
Attack/Save: CHA 25
Damage: 5d4+7
Damage Type: Psychic
Stat: CHA
Proficient: Yes
If you fail the cha save you take condition of the GM's Choice. Or take 5d6+4 Psychic damage 
Retaliation

When you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Stone’s Endurance

As a reaction, reduce damage dealt to you by 1d12 +5 once per short rest. 

 

 

 

 

Legendary Actions

  This list Legendary action can be used as reactions 

Predator's Fear: They will make a wisdom saving with a dc of Vu Khan's AC (Armor class) if they fail then they are Unconcise for one round and must make a Wisdom check at the begging of the round if they fail, they lose 1 point to the highest ability score if there are more than one ability score that ties then all of them lose 1 point. VUKHAN GET THIS ACTION'S USE 3 TIMES THEN MUST LOSE 1 AC FOR EACH USE AFTER THAT The party can cast counter spell as a reaction to counter this ability by rolling a d 20 if they roll higher than the gm, they success or if they tied with the gm

Vu Khan's Vengeance: HE TAKES 1D6 SLAHING DAMAGE TO RE ROLL A D20 TO HIT IF HE MISS THE AC OF HIS TARGET. HE MUST ALSO REMOVE 1AC from armor class stats or unequip a ring for a round If Vu khan crits on a roll to hit add 5 Temp hit points  

Torment:

Attack Type: Natural Attack to Hit: +11 

Attack/Save: INT 15

Damage: 1d12+8

Damage Type: Necrotic

Stat: CHA
Range/Area: 5ft. Reach
if they fail the con save of 15, they take 10 points of psychic damage plus 1d12+9 necrotic.

The Chain Vail's Action

Casting Time:
To Hit: +11
Attack/Save: CHA 25
Damage: 5d4+7
Damage Type: Psychic
Stat: CHA
If you fail the cha save you take condition of the GM's Choice. Or take 5d6+4 Psychic damage 

Description

Male Goliath with purple eyes, gray skin Size Large age 43 weight of 285 pounds height of 6 foot 8 inches  

Vu khan Sense's with Proficiency modifiers. 

Acrobatics
Animal Handling
Arcana
Athletics
Deception
History
Insight
Intimidation
Investigation
Medicine
Nature
Perception
Performance
Persuasion
Religion
Sleight of Hand
 
Stealth
Survival

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.

Monster Tags: humanoid

Habitat: ForestSwamp

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