Huge Monstrosity, Unaligned
Armor Class 19
Hit Points 300 (20d20)
Speed 60 ft.
STR
24 (+7)
DEX
16 (+3)
CON
30 (+10)
INT
5 (-3)
WIS
12 (+1)
CHA
3 (-4)
Saving Throws STR +12, CON +15
Damage Vulnerabilities Cold
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Necrotic, Radiant
Condition Immunities Charmed, Frightened, Invisible, Poisoned
Senses Passive Perception 17
Languages --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Fever Pitch. When you enter or start your turn near the uranium fever you must make a 15 con save. 
If you fail you take 1d8fire+1d8radiant+1d8 necrotic. On a successful save your take 1fire 1radiant and 1 necrotic damage and have advantage on the next con save against this ability.

Meltdown. When this creature dies if thermo nuclear battery is not suppressed then it explodes dealing 2d20 necrotic damage to everyone within 30ft any one who takes damage from this must make a dc15 con check or gain 1 level of exhaustion

Thermo Nuclear Battery. Radiant fire and necrotic damage all heal this creature. When it takes 25 cold damage in 1minute without being healed it’s speed is reduced to 25ft and the fever pitch ability and meltdown ability are suppressed

Actions

Multi Attack. 3 attacks 

claw claw horn/bite 

While someone is restrained by the horn attack the uranium fever can only make attacks against the restrained target, and can only make two attacks both being claw attacks

Claw. Melee weapon attack: +12 to hit, reach 10 ft, Hit: 16 (2d8 + 7) slashing + 9 (3d6) fire or radiant damage.

Horn. Melee weapon attack: +12 to hit, reach 5ft, Hit: 13 (2d10+7) piercing. A creature hit must make a dc 16 strength saving throw or be restrained and attached to Uranium Fever until the make a dc 16 strength athletics

Bite. melee weapon attack: +14 to hit, reach 5ft, Hit: 21 (6d4+9) slashing + 9 (1d12+3) necrotic damage.

Bonus Actions

Consume. If the creature is with 5ft of an object, that is no larger than 5ft in any direction, that emanates fire, radiant, or necrotic damage or energy or a corpse of a large or smaller creature it may, as a bonus action, eat that object. At the start of the following turn the Deathclaw regains 13 (2d12) hp.

Legendary Actions

as a legendary action the creature can make and attack or move up to half its movement.

 

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Deathclaw is a large and intimidating monster. This is their king. When an invisibility spell is cast on the creature it’s body becomes transparent but the energy pouring from the creature causes it’s skeleton, horns, teeth, and claws to glow in a horrific display.

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.

Red_yntk

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