Large Humanoid, Chaotic Neutral
Armor Class 14 Natural armor
Hit Points 36 (8d8)
Speed 30 ft.
STR
18 (+4)
DEX
8 (-1)
CON
16 (+3)
INT
5 (-3)
WIS
8 (-1)
CHA
5 (-3)
Saving Throws STR +6, CON +5
Skills Athletics +7
Senses Darkvision 30 ft., Passive Perception 8
Languages Common Cannot speak low gothic
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Aberrant Strength. This creature has advantage on Strength and Constitution saving throws and Strength- and Constituion-based skill checks.

Aberrant form: Whenever this creature would take a single instance of damage, it takes one less (to a minimum of 1 damage).

 

 

Actions

Powerful Strikes. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 4) kinetic damage.

Bonus Actions

Reckless charge: This creature can take the dash action as a bonus action.

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.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
1/29/2024 11:12:23 AM
1
1
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Coming Soon
HumNit

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