Medium Construct, Chaotic Good
Armor Class 18 (natural armour)
Hit Points 205 (10d20 + 100)
Speed 40 ft.
STR
20 (+5)
DEX
6 (-2)
CON
24 (+7)
INT
10 (+0)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws STR +9, CON +11, WIS +8
Skills Athletics +9, History +4, Insight +8, Intimidation +7, Perception +8
Damage Resistances Cold, Piercing, Slashing, Thunder
Damage Immunities Fire, Poison
Condition Immunities Exhaustion, Frightened, Petrified, Poisoned, Prone
Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 18
Languages Common, Primordial, Telepathy 30 ft.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Camouflage. While its body is buried underground, the Ripping Stone's head appears identical to a normal rock. While out of combat, the Ripping Stone can spend 1 minute to bury itself in the ground, activating this camouflage.

Critical Mass. The Ripping Stone cannot be moved against its own will, with the exception of gravity, which the Ripping Stone is very susceptible to. When the Ripping Stone lands atop another creature, half of the fall damage dealt to the Ripping Stone is transferred to the creature.

Natural Leader. Tripping Stones, while within 30 feet of the Ripping Stone, benefit from a +3 increase to their saving throw DCs, and deal 2 (1d4) bludgeoning damage when landing on other creatures instead of only 1.

Perfect Physique. The Ripping Stone has advantage on Strength and Constitution based saving throws. In addition, both its standing and running long jump distances are doubled.

Reactive Fighter. The Ripping Stone can use up to 3 reactions per round, recharging all expended reactions at the start of each of its turns.

Rigid Defense. When the Ripping Stone takes damage from a source that deals less than 10 hit points of damage to it, it takes 0 damage instead. Psychic damage bypasses this threshold.

The Grind Never Stops. If damage reduces the Ripping Stone to 0 Hit Points, it must attempt a Constitution saving throw with a DC of 5 + the damage taken. On a success, the Ripping Stone reverts to 1 hit point instead.

Actions

Multiattack. The Ripping Stone makes three attacks. Ripping Stones are unable to make the same attack multiple times in one turn—not due to necessity, but out of principle.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 21 (3d10+5) bludgeoning damage.

Kick. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 14 (2d8+5) bludgeoning damage, and the struck creature is knocked back 10 feet from the Ripping Stone. If the target is Prone, it takes an additional 9 (2d8) bludgeoning damage and is kicked an additional 20 feet away. Creatures of size Large move only half this distance, and creatures of size Huge and above do not move at all.

Drop Kick (Tripping Stone). Ranged Weapon Attack: +10 to hit, reach 30/90 ft., 1 target. Hit: 14 (2d8+5) bludgeoning damage. A Tripping Stone enters combat on a free space adjacent to the struck creature, acting directly after the Ripping Stone in initiative.

Drop Kick (Grappled Creature). Ranged Weapon Attack: +10 to hit, reach 30/90 ft., 1 target. Hit: Both the target and the thrown creature take 14 (2d8+5) bludgeoning damage and are knocked Prone. The thrown creature is no longer Grappled and lands on a free space adjacent to the struck target. 

Palm. The Ripping Stone knocks a target within 5 feet of it Prone.

Bear Hug. The Ripping Stone renders a target of size Large or lower that is within 5 feet of it Grappled.

Supplex. The Ripping Stone bends over backwards, slamming a Grappled creature into the ground behind it. The target’s position relative to the Ripping Stone is reversed, it falls Prone, and it must make a DC 17 Constitution saving throw or it is Stunned until the end of the Ripping Stone’s next turn.

Toss. The Ripping Stone pulls a large boulder out of the ground before heaving it forwards with both hands. The Ripping Stone targets a point within within 60 feet of it—all creatures within 5 feet of this point must make a DC 17 Dexterity saving throw or be struck by the boulder, taking 22 (4d10) bludgeoning damage and falling Prone.

Table Flip (Costs 2 Attacks). The Ripping Stone upheaves the dirt and rock around it, causing all space within 20 feet of where it currently stands to become heavily obscured for the next 2 (1d4) rounds.

Leap (Costs 2 Attacks). The Ripping Stone jumps 100 feet in the air, moving too quickly to trigger any opportunity attacks. It chooses one of the following courses of action:

  • Escape. The Ripping Stone lands in an unoccupied space up to 40 feet away from its initial position, taking 35 (10d6) bludgeoning damage from the fall. 
  • Dive. The Ripping Stone attempts to land atop another creature within 20 feet of the point it initially jumped from. This creature must make a DC 17 Dexterity saving throw or it takes 35 (10d6) bludgeoning damage, halved on a success, and falls Prone. If the creature succeeds its saving throw, the Ripping Stone takes bludgeoning damage equal to the amount of damage dealt to the creature, and if the creature fails then the Ripping Stone takes no damage from the fall.
  • Slam (Requires a Grappled Creature). The Ripping Stone slams down onto an unoccupied space within 20 feet of the point it initially jumped from. In the process, it releases the Grappled creature, knocks it Prone, and deals 35 (10d6) bludgeoning damage to it.
  • Throw (Costs an Additional Attack). The Ripping Stone uses its Toss attack or, if it is grappling a creature, a Drop Kick (Grappled Creature) attack, before attempting a Dive or Escape. The range of these attacks is measured from the location that the Ripping Stone initially jumped from, rather than its midair location.
  • Shockwave (Costs an Additional Attack). The Ripping Stone lands in an unoccupied space within 20 feet of the location it initially jumped from, taking 35 (10d6) bludgeoning damage from the fall. Every creature within 10 feet of the Ripping Stone's landing location must make a DC 17 Dexterity saving throw or take bludgeoning damage equal to the damage taken by the Ripping Stone, halved on a success.

If the Ripping Stone finishes a Leap inside of another creature's space, such as with the Dive or Slam abilities, it moves to the nearest available space adjacent to the target. Any horizontal distance that the Ripping Stone moves during its jump is subtracted from its available movement this round. If the Ripping Stone lands in an area that is at a different vertical height from its initial location, adjust the falling damage accordingly.

Stomp (Costs 2 Attacks, End of Turn Only). The Ripping Stone raises its leg up high, preparing to slam its foot into the earth. A creature currently Grappled by the Ripping Stone may attempt to escape, rolling a DC 17 Strength (Athletics) or Dexterity (Acrobatics) check and escaping on a success. At the start of its next turn, any creature within 30 feet of the Ripping Stone takes 44 (8d10) bludgeoning damage and is knocked Prone. While the Ripping Stone is preparing for a Stomp, it cannot use any reactions other than its Release Stomp ability.

Bonus Actions

The Ripping Stone always takes its Bonus Action at the start of its turn, choosing one of the following options:

Flex. The Ripping Stone grants itself a +3 bonus to its attack rolls and save DCs until the start of its next turn.

Goad. The Ripping Stone targets a creature within 60 feet and that can hear or see the Ripping Stone. The target must make a DC 16 Wisdom saving throw—on a failure, the next time the Ripping Stone damages the target, the target takes the maximum possible rolled damage from the attack. This effect ends prematurely if the Ripping Stone fails to damage the target before the start of the stone's next turn.

Hunker Down. The Ripping Stone benefits from a +3 bonus to its Armour Class and Saving Throws until the start of its next turn.

Quick Step. The Ripping Stone moves up to 20 feet in any direction without triggering opportunity attacks. 

Reactions

Ripping Stones can expend up to 3 reactions per round, choosing from one of the following options when the conditions are met:

Attack of Opportunity. When a creature within 5 feet of the Ripping Stone moves out of its melee range, the Ripping Stone can expend a reaction to attempt a Slam, Palm, or Bear Hug against the creature. 

Retaliate. When a creature within 5 feet of the Ripping Stone attempts to attack it and the attack misses, the Ripping Stone can expend a reaction to retaliate in one of the following ways:

  • Counterattack. The Ripping Stone attempts a Slam or Kick attack against its attacker.
  • Discombobulate. The Ripping Stone smacks the attacker across the jaw, confusing them and imposing disadvantage on the next roll they make.
  • Takedown. The Ripping Stone uses a Bear Hug, followed by a Palm attack, against the attacker.

Redirect. When a creature launches an attack against the Ripping Stone from more than 5 feet away, and the attack misses, the Ripping Stone can expend a reaction to redirect the attack back towards the creature that launched it. The Ripping Stone rolls to hit with the same modifier as the attacker and on a successful hit rolls damage using the same dice and modifier that the attacker would have used should the attack have been successful.

Release Stomp. When a creature within 10 feet of the Ripping Stone damages it while the stone is charging a Stomp move, the Ripping Stone can expend a reaction to prematurely release the stomp. This premature stomp deals only 22 (4d10) bludgeoning damage instead of 44 (8d10), and its range is reduced to 15 feet instead of 30.

Description

A creature much alike the Tripping Stones, but much rarer, occasionally appears in the world. Rarely, when a downtrodden stone can no longer tolerate the damage, disrespect, and downright ignorance thrown its way, it will animate and develop limited magical prowess. Most animate pebbles set down the path to becoming a Tripping Stone, seeking to annoy and irritate the travellers, animals, and builders who have treated the stones so harshly. Even rarer is it, though, that a pebble is sent down a more productive path—the path of self improvement.

Thus, a Ripping Stone is born. Collecting other stones into its body, a Ripping Stone slowly builds up its limestone muscles, polishing its surface to glisten brighter than the shiniest gems, and growing powerful enough never to be trodden upon again. Standing roughly 8 feet tall and with biceps as thick as some trees, Ripping Stones attempt to better the stones of the world, using their powers to animate the rocks that they come across and often building up large collectives of sentient rocks behind them.

Ripping Stones value strength and honour above all else, and much like Tripping Stones, they will only kill others in the rarest of circumstances, usually knocking out defeated opponents. Ripping Stones are completely confident in their abilities, however, often to a fault. When facing foes that they deem weak, Ripping Stones will toy around with their opponents, intentionally getting hit by attacks to display their durability and neglecting their more powerful moves. Unfortunately for the stones, however, their judgements are often inaccurate, and many a Ripping Stone falls to opponents they failed to take seriously until it was too late to recover.

A defeated Ripping Stone, if allowed to live, considers itself indebted to those who spared it. Until the Ripping Stone believes its debt has been cleared, it will perform tasks and favours for its debtors, although it will refuse to perform any acts it deems unnecessarily cruel. Occasionally, a defeated Ripping Stone may challenge its debtors to a duel in order to secure its freedom prematurely, and should enough time pass that the Ripping Stone believes its debt to be repaid it will simply leave, returning to its infinite journey of betterment. 

Ripping Stones are rarely seen in more populated areas, as they usually keep to themselves, and should a traveller see one it is advised that the construct be left to its own devices.

Previous Versions

Name Date Modified Views Adds Version Actions
10/1/2022 5:07:43 AM
6
1
1
Coming Soon

Monster Tags: constructElemental

Habitat: GrasslandHillMountain

Shreesh_Fuup

Comments

Posts Quoted:
Reply
Clear All Quotes