Large Giant, Chaotic Evil
Armor Class 25 (Alien armor, shield.)
Hit Points 200 (250d10 + 50)
Speed 30 ft.
STR
24 (+7)
DEX
13 (+1)
CON
22 (+6)
INT
8 (-1)
WIS
9 (-1)
CHA
7 (-2)
Saving Throws STR +13, CON +12
Skills Intimidation +25
Condition Immunities Charmed, Frightened
Senses Darkvision 60 feet, Passive Perception 13
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Servant of Thanos- When Thanos or any other  member of the Black Order is within a 100 foot radius, Cull has advantage on  attack rolls and ability checks.

 

Brute- whenever Cull deals a melee weapon attack it deals an extra die of its damage (already included in the attack.)

 

Actions

Axe Chain Shield thing Cull can use his weapon in any one of these function or use his iron claw twice. (Iron Claw: Variant.)

Primary axe mode Melee Weapon Attack: +5 to hit, reach 10 ft., 1 target. Hit 40 (5d10+6)

Electric Claw MeleeWeapon Attack: +5 to hit,   range 10 ft., 1 target. Hit: 20 (3d10 + 4) bludgeoning damage plus 1d8 lightning damage.

Long Range Claw Mode- Melee weapon attack, +4 to hit, range 20 feet. Hit 25 (3d10+4) bludgeoning damage plus 1d8 Lightning damage. Cull can make a Strength check contested by the adventurers to pull them onto the floor or towards him.

Shield Mode- Cull can turn his weapon into a shield giving him a +3 bonus to  AC. He can use it as a weapon (reach 5 feet, 2d10 bludgeoning damage.)

 

Iron Claw (Variant.) reach 5 feet, one target. Hit 3d6 piercing damage.

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

Cull Obsidian is one of Thanos's most feared enforcer. A hulking alien with a massive axe thing. Cull is a feared warrior.

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.

Bombur123

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