AC 17    Initiative +1 (11)
HP 175 (7d10 + 105)
Speed 30 ft.
Mod Save
STR 20 +5 +8
DEX 12 +1 +1
CON 22 +6 +9
Mod Save
INT 10 +0 +0
WIS 14 +2 +2
CHA 12 +1 +1
Skills Athletics +8, Intimidation +4, Perception +5
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Frightened
Senses Passive Perception 15
Languages Common, Giant
CR 7 (XP 2,900; PB +3)
Traits

Unyielding Titan. Buderim counts as one size larger when determining his carrying capacity and for grapple checks. He is immune to forced movement unless he chooses to be moved.

Seismic Strikes. When Buderim hits a creature with a melee attack, each Medium or smaller creature within 5 ft. of the target, including the target, must make a DC 16 Strength saving throw. Failure: The creature is knocked prone. Success: No effect.

Actions

Multiattack. Buderim makes two melee attacks.

Slab Greatsword. Melee Attack Roll: +8, reach 10 ft., Hit: 14 (2d10 + 8) Bludgeoning damage.

Rupture the Earth (Recharge 5-6). Buderim slams his weapon into the ground, creating an earth-shattering fissure. Dexterity Saving Throw: DC 16, all creatures in a 30-foot-long, 10-footwide line Failure: 27 (6d8) Bludgeoning damage and the creature falls prone. Success: Half damage and remains standing. The area becomes difficult terrain.

Bonus Actions

Aftershock Stomp (2/Day). Buderim slams his foot into the ground, causing a localized quake. Strength Saving Throw: DC 16, each creature within 15 feet. Failure: The creature is knocked prone. Success: No effect. The affected area becomes difficult terrain.

Reactions

Executioner’s Gaze. When a creature within 30 ft. of Buderim attempts to move away from him, he can use his reaction to glare at them with deadly intent. Wisdom Saving Throw: DC 16. Failure: The creature’s speed becomes 0 until the end of its turn. Success: No effect.

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