Gargantuan Aberration, Lawful Evil
Armor Class 14 Natural Plating
Hit Points 115 (20d20 + 15)
Speed 20 ft.
STR
25 (+7)
DEX
8 (-1)
CON
20 (+5)
INT
2 (-4)
WIS
8 (-1)
CHA
14 (+2)
Skills Athletics +0
Senses Tremorsense, Passive Perception 8
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Siege Monster. Cleaver does double damage to buildings and objects (not including Jaegers). 

Reflective Carapace. While it is within 20ft of the Pacific Rim, Cleaver has a resistance to bludgeoning, slashing, and piercing damage.

Stances. Cleaver can choose to switch between two stances, its offensive stance and its defensive stance as an action. In offensive stance, the Cleaver can use all normal attack rolls and can add a 1d10 poison damage die to one of its rolls. In defensive stance the Cleavers armor increases to 17, can only roll as its walking speed, and can only attack with the actions listed in the defensive category.

Symbiotic Relationship. Cleaver has a symbiotic relationship with the Kaiju Aeropede, who will always attach itself to Cleaver. While attached Cleaver can use Aeropedes flight movement and acid spew attack. The two can decide to detatch as a bonus action.

 

 

Actions

Axe Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 20 (3d12 + 2) slashing damage. 

Shearing Jaws. Melee Weapon Attack: +8 to hit, range 10 ft., 1 target. Hit: 22 (2d12 + 10) slashing damage.

Guillotine Tusk (Defensive). Melee Weapon Attack: +10 To Hit. Roll a d4, on a 1-2 the attack has a DC 13 Dexterity saving throw and does 20 (2d12+8) slashing damage, on a 3 it does 28 (3d12+10) and on a 4 it acts as a critical hit. 

 

Sting. Melee Weapon Attack: +8 to hit, range 10ft. 1 target. Hit: 19 (2d12+7) piercing damage and the target becomes paralyzed on a failed DC 14 Constitution saving throw.

Spined Roll (Defensive) Cleaver moves at least 15 feet straight towards a creature, it has the option to roll at them. The target must succeed on a DC 13 Dexterity Saving throw, taking 18 (2d12+6) force damage on a failed save and be knocked prone or half as much on a successful one. If the target is prone Cleaver can make a sting attack as an opportunity attack.

Shockwave (Defensive Stance). The Cleaver hurls itself in the air and smashes back into the ground releasing a shockwave in a 30ft sphere. Any creature within the area must make a DC 16 Strength saving throw or take 21 (3d10+6) thunder damage, move 15 feet back and be knocked prone, or take half as much and be sent back 5ft, not prone, on a save. On a critical fail the creature is deafened. Creatures take an extra 10 bludgeoning damage if they are within 5ft of Cleaver.

 

Bonus Actions

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

Reactions

Stable Ground. In Its defensive state Cleaver has advantage on rolls against being grappled, paralyzed, or knocked prone. 

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.

AshkarEverwyrm

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