While not wearing armor, your AC equals 10 + DEX modifier + CON modifier + any shield bonus.
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.
You have advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
You can’t be charmed or frightened while raging.
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.
You can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.
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.
Your weapon attacks score a critical hit on a roll of 19 or 20.
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
You can take one additional action on your turn. This can be used 1 time per short rest.
Vukan's Haste- To Hit: +11 Damage: 6 points of Bludgeoning Damage. Stat: DEX Range/Area: 30ft. Reach
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
While in a frenzy, you can make a single melee weapon attack as a bonus action on each of your turns after this one.
Torment:
Attack Type:
The Chain Vail's Action
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.
As a reaction, reduce damage dealt to you by 1d12 +5 once per short rest.
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
The Chain Vail's Action
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.
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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Posted Feb 7, 2022Give me your honest feedback