Large Beast, Unaligned
Armor Class 16 Natural Armor
Hit Points 152 (16d10 + 64)
Speed 40 ft., climb 40 ft.
STR
20 (+5)
DEX
12 (+1)
CON
19 (+4)
INT
12 (+1)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws STR +8, DEX +4, WIS +6
Skills Athletics +8, Perception +6
Damage Resistances Fire, Lightning
Senses Passive Perception 16
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Standing Leap. The rajang's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Actions

Multiattack. The rajang makes two Fist attacks.

Fist. Melee Weapon Attack: d20+8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the rajang moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Kick. Melee Weapon Attack: d20+8 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage.
Lighting Breath (Recharge 5-6). The rajang exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 22 (5d8) lightning damage on a failed save, or half as much damage on a successful one.
Meteor (Recharge 6). If the rajang jumps at least 15 feet as part of its movement, it can then use this action to roll into a ball and come crashing down in a space that contains one or more creatures within 40 feet of it. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or take 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) lightning damage and be knocked prone. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the rajang's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the rajang's space.
Legendary Actions

The rajang 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 rajang regains spent legendary actions at the start of its turn.

Kick. The rajang makes one Kick attack.
Move. The rajang moves up to its speed without provoking opportunity attacks.
Quake (Costs 2 Actions). The rajang reaches for the sky and slams its body onto the ground. Each creature within 30 feet of the rajang must succeed on a DC 16 Strength saving throw or be knocked prone. If the saving throw fails by 5 or more, the target is also stunned until the end of its next turn.
MisterStasi

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