Large Humanoid (Human), Chaotic Evil
Armor Class 17 Natural armor
Hit Points 225 (18d12 + 108)
Speed 40 ft.
STR
20 (+5)
DEX
16 (+3)
CON
22 (+6)
INT
10 (+0)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws STR +10, CON +11
Skills Intimidation +8, Perception +7
Damage Resistances Poison
Condition Immunities Poisoned
Senses Passive Perception 17
Languages Common
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Bandit Leader. Wormtooth has advantage on attack rolls against any creature within 5 feet of an ally of his that isn't incapacitated.

Foul Strike. Once per turn when Wormtooth hits a creature with a melee attack, the target must succeed on a DC 17 Constitution saving throw or be afflicted with a festering wound. At the start of each of its turns, the affected creature takes 10 (3d6) necrotic damage. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. A lesser restoration or similar spell ends the effect.

Stench Aura. Any creature that starts its turn within 10 feet of Wormtooth must succeed on a DC 17 Constitution saving throw or be poisoned until the start of its next turn. On a successful save, the creature is immune to Wormtooth's Stench Aura for 24 hours.

Actions

Multiattack. Wormtooth makes three attacks: two with his greataxe and one with his bite.

Greataxe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 5) slashing damage.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or be infected with a disease. The diseased target takes 10 (3d6) poison damage at the start of each of its turns until cured.

Reactions

Dirty Trick. When an attack against Wormtooth misses, he can use his reaction to make a bite attack against that attacker.

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

Wormtooth is a revolting sight to behold. He stands tall and broad, with a hunched posture that accentuates his repulsiveness. His skin is a sickly shade of greenish-gray, covered in pustules and scars, exuding a vile stench that permeates the air around him. His hair is long, greasy, and tangled, hanging over his face, obscuring his eyes.

Wormtooth's attire is a patchwork of tattered leather, stained with blood and filth, and adorned with the bones of his adversaries. His teeth are jagged and rotted, a fitting match to his name. He wields a massive greataxe, its blade notched and stained with dried blood.

As the self-proclaimed Bone King, taking over after the Lord of Bones fell in battle against the Fallen's army, Wormtooth rules over his gang with brutal authority, employing his disgusting tactics to intimidate and overpower his foes. His foul aura and grotesque combat methods strike fear into the hearts of those who dare to challenge his reign.

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.

AmoryCreations

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