Medium Humanoid, Chaotic Neutral
Armor Class 25 natural armor
Hit Points 676 (33d20 + 330)
Speed 30 ft., swim 30 ft., climb 30 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
15 (+2)
WIS
15 (+2)
CHA
15 (+2)
Saving Throws STR +19, DEX +19, CON +19
Damage Resistances Bludgeoning, Piercing, Slashing
Condition Immunities Exhaustion, Frightened
Senses Passive Perception 10
Languages Common
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (3/Day). If Yujiro fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Yujiro can use his Frightful Presence. He then makes five unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +19 to hit, reach 5ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage.

Frightful Presence. Each creature of the tarrasque’s choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the tarrasque’s Frightful Presence for the next 24 hours.

Legendary Actions

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

Attack. Yujiro makes one unarmed attack.

Move. Yujiro moves up to half his speed.

Demon Back (Costs 2 Actions). His next attack does double damage.

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

He is the one who holds the title of "strongest creature", he is undefeated by man, beast, aberration, fiend, giant, celestial etc.

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: Urban

PlatinumJoey

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