Large Humanoid, Neutral Evil
Armor Class 15 Leather
Hit Points 114 (12d12 + 36)
Speed 30 ft.
STR
19 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
15 (+2)
WIS
9 (-1)
CHA
8 (-1)
Saving Throws STR +7, CON +6
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning, Necrotic
Senses Darkvision 100ft, Passive Perception 9
Languages Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Aversion to Fire. If Adam takes fire damage, he ahs disadvantage on attack rolls and ability checks until the end of his next turn. 

Immutable Form. Adam is immune to any spell or effect that would alter his form. 

Lightning Absorption. Whenever Adam is delt Lightning damage, he takes no damage and instead regains a number of hit points equal to the amount of damage delt. 

Actions

Multiattack. Adam makes 2 attacks of any available action. 

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 13 (2d8 + 4) [bludgeoning] damage.

TombstoneMelee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 26 (4d10 + 4) [bludgeoning] damage. A creature dealt damage with this action is stunned until the end of their turn.

Corpse Throw. RangedWeapon Attack: +5 to hit, range 45 ft., 1 target. Hit: 12 (4d4 + 2) [bludgeoning] damage.

Organ Harvest.  Adam gourges himself on a fistful of corpses laying around the the Corpse Factory and regains 13 (1d20 + 3) hit points. After taking this action Adam gains advantage on his next attack action this turn. 

Bonus Actions

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

Reactions

Insanity Snap.  Whenever Adam starts his turn with 50 hit points or fewer, flip a coin. If the coin lands on heads, Adam snaps and goes insane. On each of his turns while Adam is insane, he gains +2 to all attack rolls. While insane, he also has access to the Tombstone and Organ Harvest Actions. Once Adam goes insane, he continues to do so until he is defeated or he regains all of his hit points. 

Legendary Actions

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

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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

Enter a general description for your monster here.

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.

Angrywifey

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