Large Humanoid (Human), Neutral Evil
Armor Class 19 Hide Armor
Hit Points 400 (400d10 + 2)
Speed 60 ft.
STR
25 (+7)
DEX
18 (+4)
CON
20 (+5)
INT
4 (-3)
WIS
7 (-2)
CHA
6 (-2)
Saving Throws STR +13
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Force, Thunder
Damage Immunities Piercing, Slashing
Condition Immunities Grappled, Restrained
Senses Passive Perception 2
Languages Common
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Actions

Punch. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 3d8 Bludgeoning damage. 

Horn Attack. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 2d12 + 3) piercing damage. 

Charge. Melee Weapon Attack: +2 to hit, reach 25 ft., 1 target. Hit: 1d12 + 4) [damage type] damage. 

 

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.

Creepermanjrm17

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