| Mod | Save | ||
|---|---|---|---|
| STR | 21 | +5 | +5 |
| DEX | 8 | -1 | -1 |
| CON | 17 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | -2 | -2 |
| WIS | 10 | +0 | +0 |
| CHA | 16 | +3 | +3 |
Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Multiattack. The ettin makes two attacks: one with its battleaxe and one with its morningstar.
Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Morningstar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
Fire Breath (Recharge 5–6). The ettin’s right head exhales fire in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.
Cold Breath (Recharge 5–6). The ettin’s left head exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.
Gaze. The ettin turns its magical gaze toward one creature that it can see within 120 feet of it. That target must make a DC 14 Wisdom saving throw. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automatically succeed on the save. If the target does so, it can’t see the ettin until the start of the ettin’s next turn. If the target looks at the ettin in the meantime, it must immediately make the save.
If the target fails the save, it suffers one of the following effects of the ettin’s choice or at random:
- Beguiling Gaze. The target is stunned until the start of the ettin’s next turn or until the ettin is no longer within line of sight.
- Hypnotic Gaze. The target is charmed by the ettin until the start of the ettin’s next turn. The ettin chooses how the charmed target uses its actions, reactions, and movement.
- Insanity Gaze. The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of the ettin’s next turn. The ettin doesn’t need to concentrate on the spell.
Wreck and Roll can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Wreck and Roll regains spent legendary actions at the start of his turn.
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Power Chord (1 Action) – Wreck and Roll strums an earth-shaking riff on his crystal-formed instrument, sending a shockwave of thunder damage outward. Each creature within 15 feet must make a DC 18 Constitution saving throw or take 2d8 thunder damage and be pushed 10 feet away. Creatures proficient in Performance may use a reaction to make a DC 15 Performance check; on a success, they resist the push.
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Dueling Solos (2 Actions) – The heads of Wreck and Roll argue over who’s the better musician, each taking a turn to unleash a musical attack. He makes two melee or spell attacks against different creatures, using his Glam Slam or a spell-like ability. If both attacks hit, the conflicting energy causes a light show explosion, forcing each creature within 10 feet of him to make a DC 16 Dexterity saving throw or take 1d8 radiant damage and be blinded until the end of their next turn.
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Backstage Pass (3 Actions) – Wreck and Roll vanishes in a haze of glittering smoke and reappears on a floating platform up to 40 feet away. When he reappears, he slams his fists down, causing a small shockwave in a 10-foot radius. Creatures in the area must make a DC 17 Strength saving throw or take 3d6 bludgeoning damage and be knocked prone.
Description
Wreck and Roll
Gargantuan Monstrosity (Titan), Chaotic Neutral
Monster Characteristics & Description
A towering two-headed crystal stone giant, Wreck and Roll is the living embodiment of rock and roll chaos. His entire body is a jagged, gleaming mass of crystal-infused stone, shifting in color under the flashing lights of his floating battlefield. Each head has a distinct personality—one an over-the-top glam rocker, the other a grizzled, deep-voiced rock legend—constantly bickering over who deserves the spotlight. Their voices harmonize in a distorted, supernatural resonance, causing the very air around them to vibrate like a concert amp cranked to 11.
Adorned in magically-carved leather and shimmering metal chains, Wreck and Roll wields a massive dual-necked stone guitar-axe, both an instrument of destruction and an amplifier of his raw power. When he strikes, the battlefield shakes to the rhythm of his fury, and arcane lights flare to the beat of his war cries. His laughter sounds like the distorted wail of an electric guitar, echoing across the arena.
Personality & Fighting Style
- Chaotically Theatrical: Wreck and Roll thrives on spectacle. He isn’t just fighting—he’s performing. Every attack, movement, and spell is an over-the-top display meant to impress his imaginary audience.
- Split Persona: His two heads argue constantly. One favors a technical, precision-based approach (shredding solos and rapid strikes), while the other prefers raw power and overwhelming force (thunderous chords and brutal slams). This internal conflict sometimes delays his decisions but makes him unpredictable in combat.
- The Show Must Go On: Even when he’s losing, Wreck and Roll refuses to go down without an encore. If pushed to the brink, he’ll unleash one final solo, summoning a massive soundwave to shake the entire battlefield.
Lair & Presence
Wreck and Roll’s domain is a floating, ever-shifting stone stage, infused with arcane energy that responds to his music. Crystals hum with basslines, the platforms rise and fall like an interactive concert, and bursts of pyrotechnic magic explode unpredictably. The lair itself seems alive, feeding off his raw musical force. When he plays, the entire battlefield moves to his rhythm, making positioning a constant challenge.
Those who face him aren’t just fighting a monster; they’re surviving the ultimate rock and roll experience.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), Wreck and Roll takes one of the following lair actions:
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Riffquake – Wreck and Roll slams the stage with a power chord-infused stomp, sending a shockwave through the lair. Each creature on the ground within 60 feet must make a DC 18 Dexterity saving throw or be knocked prone and take 2d8 thunder damage. Any instrument-based magic in the area (such as Bardic Inspiration or spells cast through instruments) resonates, causing a chaotic feedback loop, forcing the caster to roll a d6. On a 1, the spell is interrupted and fails.
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Blinding Spotlight – Arcane stage lights shine down, targeting a creature within 30 feet. The creature must make a DC 17 Constitution saving throw or be blinded until the start of the next round. If they are holding an instrument, they can attempt to deflect the light by making a DC 15 Performance check as a reaction.
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Mosh Pit Manifestation – The spirits of past rock fans materialize as an ethereal, unruly crowd in a 20-foot-radius sphere centered on a point Wreck and Roll chooses. The area becomes difficult terrain, and creatures within it must make a DC 16 Strength saving throw or be restrained until the end of their next turn, as the ghostly crowd grabs and jostles them.
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Reverb Shockwave – A spectral amp erupts with ear-shattering noise. All creatures within 40 feet must make a DC 17 Constitution saving throw or take 3d6 thunder damage and be deafened for 1 minute. A creature who fails the save by 5 or more is also stunned until the end of its next turn. Bards in the area can counter this effect with a successful Performance check (DC 18).
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Encore of the Damned – If Wreck and Roll has been reduced to half hit points or fewer, spectral roadies emerge from the shadows and begin repairing damage. Wreck and Roll regains 25 hit points, and all conditions affecting him end. However, he must succeed on a DC 15 Charisma saving throw or be overcome by the spirits’ demands for a solo and be forced to use his action next turn to make a Performance check (DC 18) instead of attacking.
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Stage Dive – Wreck and Roll leaps from a floating platform and body slams a 15-foot-radius area. Creatures in the area must make a DC 18 Dexterity saving throw or take 4d10 bludgeoning damage and be knocked prone. If a bard successfully plays along with the fall (DC 16 Performance check), they avoid damage and bounce back up, landing safely.
Lair Design: The Floating Rock & Roll Arena
- The battlefield is a floating, shifting stone stage with platforms that rise and fall to the beat.
- Arcane amplifiers float around, occasionally letting out bursts of sound that can interfere with magic or amplify spells.
- Pyrotechnics and magical lighting effects randomly trigger, creating sudden hazards or buffs.







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