Large Undead, Any Chaotic Alignment
Armor Class 16 Natural Armor
Hit Points 145 (18d10 + 30)
Speed 40 ft., Swim 40 ft., Climb 30 ft., Burrow 20 ft.
STR
20 (+5)
DEX
16 (+3)
CON
20 (+5)
INT
10 (+0)
WIS
12 (+1)
CHA
4 (-3)
Saving Throws STR +9, CON +9
Skills Insight +7, Intimidation +9
Damage Resistances Slashing
Senses Tremorsense, Passive Perception 18
Languages All
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Vulnerable Aura. The Chad's presence can be so daunting, that you can even become vulnerable to being grabbed. Any creature within 5 ft of The Chad must make a DC 15 Wisdom Saving Throw or suffer disadvantage to being grappled and Strength Saving Throws for 1 minute. Creatures affected an reroll the saving throw at the end of every turn, if successful, the creature can not gain this disadvantage for 24 hours. 

 

Actions

Multiattack. The Chad makes one attack with the Greatsword or Unarmed Attack and then Throws a Bone. 

Ivory Greatsword. Weapon Melee Attack: +9 to hit, reach 10 ft., 1 target. Hit: 13 (2d6 + 5) Slashing damage. 

Unarmed Melee Attack: Weapon Melee Attack: +7 to hit, reach (Punch) 5 ft., (Kick) 10 ft., 1 target. Hit: 8 (1d6 + 5) Bludgeoning damage.

Throwing a Bone. Weapon Ranged Attack: +7 to hit, range 30/90 ft., 1 target. Hit: 9 (1d8 + 3) Bludgeoning damage.

Reactions

Snatch. When the Chad suffers physical damage, the Chad can use his reaction to grapple someone. The Chad has advantage on all attacks to grappled creatures.

Legendary Actions

The Chad 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 creature’s turn. The Chad regains spent legendary actions at the start of its turn.

Super Punch. The Chad can make a punch straight downwards, crushing a creature into the ground. The Chad makes an unarmed melee attack, if the hit lands, the creature being hit must make a DC 15 Strength Saving Throw or be knocked prone. Unarmed melee attack: +7 to hit, reach 5 ft., 1 target. Hit: 8 (1d6 + 5) Bludgeoning damage.

Super Kick. (Costs 2 Actions) The Chad makes a kick, kicking any creature within range 10 feet away. The Chad makes an unarmed melee attack, if the hit lands, the creature being hit must make a DC 15 Strength Saving Throw or be kicked 10 feet away and be knocked prone. Unarmed melee attack: +7 to hit, reach 10 ft., 1 target. Hit: 8 (1d6 + 5) Bludgeoning damage.

Description

An extremely generic, large skeleton who really just wants to annihilate those who approach it. Stands as one of the best guardians to any treasures or secrets. Smashing things is what The Chad lives for, and no one knows how long he's lived....

Monster Tags: undeadInevitable

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUnderwater

SirJaric

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