Large Monstrosity (Human), Chaotic Neutral
Armor Class 15 Natural
Hit Points 50 (8d10 + 10)
Speed 30 ft.
STR
19 (+4)
DEX
15 (+2)
CON
15 (+2)
INT
7 (-2)
WIS
8 (-1)
CHA
2 (-4)
Damage Vulnerabilities Thunder
Condition Immunities Blinded, Deafened, Paralyzed
Senses Blindsight, Passive Perception 9
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

 

Blind Sight: 60 ft, any creature who makes noise within this radius is known

Noise Sensitive: Any Loud noises that occure withing 60 ft of this creature, must make a con save 15 or be stunned for 1 round

Sightless Attacks: Disadvantage on prone targets

SpellCasting ability: Uses the bell as a Arcane focus

Actions

 

Rock Throw: target one creature it heard within the last round throwing a massive rock. Target must make a DC 13 Dex save or take 12 (3d6+3) bludgening damage and be knocked prone. If the creature is over 60ft away the save made with Advantage

Bell Swing: +7 to hit, 12 (2d8+4) bludgening damage

Leaping Pounch To a target within 30 feet slam onto the ground. Any creature within a 10 foot radius takes 1d8 bludgening damage

Thunder wave (2 uses)  12 (3d8) thunder damage and DC 13 Strength check or be pushed back 10 feet

Reactions

Unstealthy Movement out of reach- Attack of Opertunity Disadvantage- Bell Swing

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

Gelatinus blog of a humanistic shape. Slithering on the ground dragging with it a severed churchbell made of cold Iron.

Lair and Lair Actions

Lair Actions

Top of the round, can ring the Grand hall Bells forcing everyone to take 1d8 thunder damage and 

 

daltonrdavis115

Comments

Posts Quoted:
Reply
Clear All Quotes