Large Humanoid
Armor Class 14 Natural Armor
Hit Points 130 (20d12)
Speed
STR
20 (+5)
DEX
15 (+2)
CON
18 (+4)
INT
8 (-1)
WIS
10 (+0)
CHA
15 (+2)
Saving Throws STR +7, CON +6
Senses Passive Perception 14
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Actions

Zangief can make up to 2 attacks per turn.

Attack. Melee Attack: +5 to hit, reach 10 ft., 1 target. Hit: 1 (2d10 + 4) Bludgeoning damage. On a successful hit, the targeted creature makes a DC 14 STR or DEX Save. On a failed save, the creature is grappled.

Legendary Actions

Zangief can make up to 3 legendary actions per round.

Grapple (Costs 1 Actions). Zangief attempts to grapple a character within 10 feet of him. The targeted creature makes a DC 14 STR save. On a failed save, the targeted creature is grappled. On a successful save, the creature is not grappled.

Boston Crab (Costs 2 Actions). Zangief targets a grappled creature and attempts to put them in a painful spine-lock. The target makes a DC 14 STR save. On a failed save, the targeted creature is restrained and takes (1d10) bludgeoning damage. On a successful save, the legendary action has no effect.

Suplex (Costs 2 Actions). Zangief targets a grappled creature and attempts to fling them overhead to damage them. The targeted creature makes a DC 14 DEX save. On a failed save, the creature takes (2d10) bludgeoning damage. On a successful save, the creature takes half damage and escapes the grapple.

ICBM (Costs 2 Actions). Zangief throws a grappled creature at another creature within 50 feet. The grappled creature makes a DC 14 DEX save. On a fail, the creature takes (1d10) bludgeoning damage and is knocked prone. On a success, the creature takes half that damage and is not knocked prone. The non-grappled creature may either make a DC 14 DEX save to avoid the collision, or a DC 14 STR save to catch the target. On a failed save, the creature takes (1d10) bludgeoning damage and is knocked prone. On a successful DEX save, the creature takes no damage and is not knocked prone. On a successful STR save, the creature evenly splits the damage the thrown creature received, and neither creature is knocked prone.

Piledriver (Costs 3 Actions). Zangief targets a grappled creature and attempts to break their neck by driving them headfirst into the ground. The targeted creature makes a DC 14 CON saving throw. On a fail, the creature takes (2d10) bludgeoning damage and is Stunned until the end of its next turn. On a successful save, the creature takes half damage, is knocked prone, and is released from the grapple.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), Zangief calls in (1d4) reinforcements.

 

Monster Tags: humanoidHuman

Niruba7

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