Large Monstrosity, Chaotic Evil
Armor Class 26 Natural Armor
Hit Points 472 (27d20 + 97)
Speed 120 ft., Burrow 30 ft.
STR
29 (+9)
DEX
27 (+8)
CON
30 (+10)
INT
6 (-2)
WIS
9 (-1)
CHA
10 (+0)
Saving Throws STR +15, DEX +14, CON +16
Skills Athletics +10, Intimidation +9, Perception +15
Damage Vulnerabilities Fire, Force
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Acid, Cold, Lightning, Poison, Psychic, Thunder
Senses Blindsight 90.ft, Tremorsense 60.ft, Passive Perception 25
Languages No Language, Telepathy (Reciever by 10 Miles)
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Aversion to Fire - If the Vah Shir takes any form of Fire Damage, all Resistances drop, giving Heroes the chance to hit the creature, and the 26 AC is reduced to 19 AC for at Least 3 Rounds, after the Rounds are over, the Fire wears off and the Vah Shir Automatically goes into a Berserk Rage.

Berserk - At the start of its turn, DM rolls a d6, on a 5 or 6, the Vah Shir goes into a Berserk Rage. On each of its turns while Berserked, the Vah Shir Attack the nearest creatures it can sense, if no creature is near enough to move to, the Vah Shir will attack an Objector structure. This state of Berserk can last up to 5 minutes or until the Vah Shir is Destroyed.

Charge - If the Vah Shir moves up to 60.ft in a straightforward line to a target and then hits it with a slam attack on the same turn, the target takes an extra 24 (3d8+5) bludgeoning damage. If the target is a creature, it must succeed a DC 23 Strength Saving Throw or be pushed back, up to 20.ft away and knocked prone

Immutable Form - The Vah Shir is immune to any spell or effect that would alter its form

Magic Attacks - The Vah Shir attacks are considered magical

Reckless - At the Start of its turn, the Vah Shir can gain Advantage on all Melee Attack rolls it makes during that turn. However all attacks rolls against it have advantage until the start of its next turn

Siege Creature - The Vah Shir deal double damage to structure, building and objects.

Actions

Multiattack - The Vah Shir makes a multiattack of 5 different attacks, 1 charge attack, 1 melee attack, 2 slam attacks, and 1 howl action

Fist Attack - To Hit: +12, one target, on a hit: 15 (3d6 + 3) bludgeoning damage. Target must succeed a DC 21 Strength Saving Throw or be pushed back by 10.ft and are knocked prone.

Grab - To Hit: +10, one target, on a hit: 5 (1d4 + 2) bludgeoning damage. Taget must succeed a DC 23 Strength Saving throw or are considered Grappled, Target can repeat the saving throw at the end of its turn.

Haste (Recharge 5 -6) - Until the end of the Vah Shir next turn, the Vah Shir magically gains a +2 to its AC, has advantage on Dexterity Saving Throws, and can use its Slam attack as a bonus action.

Howl (Recharge 5-6) - 100.ft Range (Centrered from self) - Any creature within range must make a DC 20 Wisdom Saving Throw, or become frightened by the Vah Shir for 1 minute, creatures can repeat the saving throw at the start of its next turn.

Slam Attack - To Hit: +12, one target, on a hit: 24 (4d8 + 6) bludgeoning damage. if the Target is grappled by the Vah Shir, it can make immdieately make a second Slam Attack without needed an extra attack or action, dealing bludgeoning damage again.

Description

Big Thanks to Gears of War Series for this idea (Berserkers for the Win).

Vah Shir (Elvish for Berserker), is a massive creature, a monster of unbridled Rage and Animalistic instinct. Although the Monster is genetically Blind by default, it's other senses are honed to almost Powerful degree, using those senses, the Vah Shir will hone on a target asnd begin to charge, toppeling objects and building to do only one thing... Rend that target to pieces and begin feeding.

Standing roughly 10.ft tall and weighing about 2,000 pounds (or 2 tons) the Vah Shir carves out a huge figure onh any battlefield, on top of that its armor is that of thick bone and carapiece, extremely tough and durable, to even rurmoured to resist certain spells and even the strongest metal, however, even in its hulk-like strength and quite surpising speed, it's blindness and low intelligence has been documented to be used against the Vah Shir, as it can be lulled into traps and ambushes to destroy it.

Note, this can work most of the time, with a solid plan in place and the term "Kill it with Fire!" comes into play as the Vah Shir biggest weakness is fire as it almost seems to cook them from inside their own bone shell, giving Heroes the time to strike and deal serious damage before the Rage of the Vah Shir becomes known to those close to it.

(side note: I had real fun creating this creature and be free to mess with it as much as you like, and any comments on this creature is greatly welcomed on how this can be improved).

Monster Tags: constructhumanoidmonstrosity

Habitat: DesertGrasslandSwampUnderdark

jasonv1001

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