Large Elemental, Any Chaotic Alignment
Armor Class 17 (natural armor)
Hit Points 126 (12d10 + 60)
Speed 30 ft., Burrow 30 ft.
STR
25 (+7)
DEX
8 (-1)
CON
20 (+5)
INT
5 (-3)
WIS
10 (+0)
CHA
5 (-3)
Damage Immunities Poison
Condition Immunities Exhaustion, Paralyzed, Poisoned, Unconscious
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10
Languages Celestial, Common Celestial and Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Siege Monster. The elemental deals double damage to objects and structures.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d4 + 4) Slashing damage.

Void Crystal Dust.(Recharge 2–3)The Mine boss exhales Crystal dust in a 20-­foot Cone that is 40 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 10 (4d6) Poison damage on a failed save, or half as much damage on a successful one.

Headbutt. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (1d4 + 0) Bludgeoning damage.

Description

A mine boss is basically the overseer in all the mines of the ashclaw, it controls what happens in said mines and will lash out at any who try to destroy their operations or run them down.. their strength is formidable too! being one of the strongest out of all of the overseers of the operations, cause they are one of the few that actually work in (or at) a mineshaft.

Habitat: Underdark

technosoul

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