Medium Aberration, Neutral Evil
Armor Class 25 Natural Armor
Hit Points 140 (10d12 + 5)
Speed 40 ft.
STR
26 (+8)
DEX
30 (+10)
CON
20 (+5)
INT
16 (+3)
WIS
15 (+2)
CHA
20 (+5)
Saving Throws INT +8, WIS +7, CHA +10
Skills Acrobatics +0
Damage Resistances Bludgeoning and Piercing from nonmagical attacks, Poison
Damage Immunities Fire
Condition Immunities Exhaustion
Senses Darkvision, Passive Perception 12
Languages Common Common, Elven, Goblin, Giant
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). If Ras fails a saving throw, he can choose to succeed instead.

Magical Resistance. Ras has advantage on saving throws against spells and other magical effects.

Magic Fists. Ras' punch attacks are magical.

Actions

Consecutive Punches. Ras makes 5 Normal Punches. One of these can be replaced with Serious Punch.

Normal Punch. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (2d12 + 7) [bludgeoning] damage.

Serious Punch. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (2d12 + 7) [bludgeoning] damage. If the target is hit by this attack, they must make a Con 20 Save or be stunned until the start of Ras' next turn.

Bonus Actions

You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Reactions

Parry. Ras adds 5 to its AC against one melee attack that would hit it. To do so, Ras must see the attacker and be wielding a melee weapon.

Legendary Actions

Ras can take 3 legendary actions, choosing from the list below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Ras regains spent legendary actions at the start of its turn.

Attack. Ras makes one Normal Attack.

Move. Ras moves up to its speed without provoking opportunity attacks.

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

Enter a general description for your monster here.

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.

Utlager

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