Huge Monstrosity, Chaotic Good
Armor Class 19 Natural Armor
Hit Points 430 (25d12 + 250)
Speed 40 ft.
STR
30 (+10)
DEX
24 (+7)
CON
30 (+10)
INT
14 (+2)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws STR +18, DEX +15, CON +18, WIS +11
Skills Acrobatics +15, Athletics +18
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight 120, Passive Perception 13
Languages --
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Magic Resistance: This creature has advantage on saving throws against spells and other magical effects.

Legendary Resistance (4/Day). If the Ysguardian fails a saving throw, it can choose to succeed instead.

Towering Presence: When this creature is fighting a creature two size categories or smaller than it, this creature has advantage on all attacks against those creatures.

Siege Monster: This creature deals double damage to objects and structures.

Incredible power: All attacks deal an additional 10 melee attack damage.

Intimidating Presence: Creatures within a 60ft of this creature must make a wisdom saving throw DC 16 or be frightened.

Actions

Multi-attack. This creature can make three attacks, one Gore, one Great Club, and one bite. The creature can replace any of these attacks with an earth binding javelin attack.

Gore Attack: To hit +18, within 10ft, 6d10+20 piercing damage

Great Club Attack: To hit +18, within 10ft, 2d10+20 Bludgeoning damage

Bite Attack: To hit +18, within 5ft, 2d8+20 piercing damage

Earth Binding Javelin: To hit +18, within (60/240) 4d10+10 force damage and if the creature is flying, it is knocked out of the sky. A creature knocked out of the sky takes falling damage equal to 1d6 per 10 ft it falls.

Bonus Actions

Fighting Dirty. The creature runs its Great Club across the ground to knock a creature prone within a 10ft range. The two creatures make a strength check, if this creature wins it knocks the target prone, but if the target wins this creature losses its balance and falls prone.

Running Charge: The creature charges an additional 40ft. If this provokes an attack the creature takes the attack but is immune to the damage taken in this way.

Reactions

This creature has multiple reactions equal to half the number of people it is fighting rounded down:

Shake it off and give it back: When the creature gets targeted for a melee attack the creature can use its reaction to roll 1d20+10 to mitigate the oncoming damage. If the damage is reduced to 0 the creature can immediately make one Great Club attack against the target hitting it.

Spell Slayer: When a creature casts a spell within 40ft of it, the creature can move up to the target and make one Great Club Attack, forcing the creature to make a con save DC equal to 10 plus spell level. If failure the spell is wasted. On success the spell goes off.

Legendary Actions

The creature can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The creature regains spent legendary actions at the start of its turn.

Great Club attack (1 action): The creature can make one Great Club attack against a creature within range.

Charge (2 actions): The creature runs toward its enemies up to half its speed, any creatures it charges through must make a strength saving throw DC 21. On a failure, the creature takes 7d10 piercing damage and is pushed 20ft away and knocked prone. On a success, the creature takes half and is not prone or pushed.

UNSTOPABLE FURY (3 actions): In a raging fury the creature swings it great club around in a 10ft area around itself. Each creature is targeted with a great club attack taking the damage plus an additional 2d10 bludgeoning damage.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Roaming band actions:

At the start of combat the Ysguardian gains temporary hp equal to the number of members in its band. As long as there is at least one none Ysguardian member in its roaming band, The Ysguardian is concidered a member of the band and can use the features below.

The Ysguardian has actions it can take while it has its roaming band around it at initiative count 20, losing ties. The Ysguardian can select any of the options below for its roaming band action but can only select it once until all are used.

1) Rallying cry: Each member of it warband heal 25 hp.

2) Battle cry: The Ysguardian yells out to each member in its band allowing each member to move up to half their movement and make one melee attack against a target within range.

3) Last stand: The Ysguardian instills his roaming band with hope granting them each a +2 to their AC until the next round.

 

BrokenRealities

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