Large Monstrosity, Any Alignment
Armor Class 17 Natural Armor
Hit Points 212 (15d12 + 115)
Speed
STR
17 (+3)
DEX
13 (+1)
CON
24 (+7)
INT
10 (+0)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws CON +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Exhaustion
Senses Passive Perception 12
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Party Pooper. The Weakwringer has an aura of exhaustion, in a 30 ft radius. Whenever a creature enters the radius on their turn or starts their turn in it, they must make a DC 16 Con saving throw or gain one level of Exhaustion.

Multiattack: When this creature takes the attack action, it attacks twice.

Actions

Lead Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 4d8+3 slashing damage. 

Pullwhip. RangedWeapon Attack: +8 to hit, range 40 ft., 1 target. Hit: 2d10+3 slashing damage, and the target is pulled 15 ft closer to the Weakwringer.

Description

A Weakwringer is a particularly nasty monster to deal with, because it's strong, smart, and controls the battlefield well. Looking like the result of a restless night between a bugbear and a giant cockroach, this monster could be a centerpiece to a battle or a powerful ally.

SJFzone

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