Huge Monstrosity, Chaotic Evil
Armor Class 31 (natural armor)
Hit Points 85 (12d10 + 20)
Speed 5 ft., Can increase , climb 30 ft.
STR
26 (+8)
DEX
23 (+6)
CON
24 (+7)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Saving Throws STR +13, DEX +11, CON +12
Skills Deception +5, Intimidation +15
Damage Resistances Fire, Radiant
Damage Immunities Acid, Cold, Psychic
Condition Immunities Blinded, Charmed, Deafened, Frightened, Petrified
Senses Darkvision 10 ft., Passive Perception 3
Languages --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Griever Movement: The Griever has a movement speed of 5, when not targeting a player, and a movement speed of 30 when targeting a player.

Needly Body: If a Player touches a Grievers main body that target will take a 1 Needle Damage or more depending of much of the Players body is touching a Griever.

Unstealthy: The Griever makes a winding and clicking noise when walking, and reflects light slightly.

Poor eye sight: Grievers only have a sight range of 10 ft in front of them.

Beetle Blade Connection: A Griever has a connection to Beetle blades. The Beetle Blades can locate a targets and act as a eye sight for the Grievers

Death Roll: When a Griever enters a Death Roll it gains a speed of 40 and can only travel in a straight line, in can not turn in a death roll and takes 25 ft for it to slow down and come out a a Death Roll. All Players in line of a Death Roll must make a DC 14 Dexterity saving throw, taking 4 Needle Damage and (1d12+4) bludgeoning damage on failed save and on successful saving throw the player manages to move out of the way of the Griever in time taking no damage. 

Legs.  Grievers have 6 robotic legs that give a +3 to armor class,  Each leg if targeted has a Hp of 10 and armor class of 10. When attacking with the front legs, the Griever can either do Buzz Saw attack or a Claw attack or Leg attack. The Griever Weakens after a leg is destroyed take -2 to all dice rolls for each leg till not leg is left. When Griever has no legs left it can no longer operate, but targets can still take needle damage if they touch the Griever 

  • Front Right - Buzz Saw and leg
  • Front Left - Claw and leg
  • Middle Right - Leg 
  • Middle Left - leg 
  • Back Right - leg
  • Back Left - leg

 

Actions

Multiattack. The Griever can do two attacks with its legs, it can either attack one target twice or can attack 2 targets once with its legs or stinger. 

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 10 (1d6 + 8) piercing damage.

Leg. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (1d8 + 8) piercing damage.

Buzz Saw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 16 (2d10 + 8 ) slashing damage

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 8 (1d6 + 4) bludgeoning damage. The target must make a DC 13 Dexterity saving throw, being grappled on a failed save, on successful save target remains free.  

Stinger. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 15 (2d6 + 8) piercing damage. The target must make a DC 15 Constitution saving throw, taking poison damage and stung damage on a failed save, or on successful save, player takes stung damage and gains poison damage after (1d12) hours

Needle. Melee Weapon Attack: +10 to hit, reach 2 ft., one creature. Hit: 5 (1d4 +3) piercing damage. The Target must make a DC 10 Dexterity saving throw, taking stung damage stung damage on poison damage on failed save, or on successful save, player takes no damage.

Reactions

Death Roll Stopping: If multiple Grievers are in a Death Roll, for every Griever in front of it, take off 5 ft off the stopping distance

Description

A Griever is a creature that lives a maze and comes out after dark. It harass and kills people who are in the maze. It is as being a bulbous, dark creature, with many appendages such as spikes, shears, and rods. It seems to move in a forward roll. A Griever can "sting" people, or prick them, which causes extreme pain for up to days or weeks. 

Lair and Lair Actions

Its lives in a area called the cliff, that lead it a a void, inside the void is a invisible hole called the Griever Hole, wear the Grievers go into during the day to recharge 

Lair Actions

On initiative count 2 the Griever takes a lair action to cause one of the following effects; the Griever can’t use the same effect two rounds in a row:

  • Multileg attack: The Griever can make a attack with 4 of its legs, it can either hit one target or multiple (Can only use if Griever has more than 3 legs). 
  • Call for Help: The Grievers signals other Grievers and beetle blades to the location of the players 
  • Regain Health: The Griever regains (1d10) of health 

Regional Effects

The region containing a Griever lair is effected by Griever fright, which creates the following effect:

  • The player has Griever Fright, and suffers -2 to all dice rolls in a dark places and shadows, because of the fear that a Griever is lurking in that place (Does not apply in battle).

The effect remains for ever. 

Monster Tags: constructmonstrosity

Timonethebugbear

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