Large Aberration (Ogre)
AC 14 Natural Armor    Initiative -1 (9)
HP 85 (10d10 + 3)
Speed 30 ft.
Mod Save
STR 18 +4 +4
DEX 8 -1 -1
CON 17 +3 +3
Mod Save
INT 3 -4 -4
WIS 12 +1 +1
CHA 6 -2 -2
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Charmed, Frightened
Senses Passive Perception 11
Languages --
CR 4 (XP 1,100; PB +2)
Traits

Trait Name. Enter the description for your special trait.

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]

Actions

Actions

Multiattack. Two slam attacks.
Slam – +6 to hit, 2d6+4 bludgeoning
Rust Bomb (Recharge 5–6).
Shoots a cone of corrosive gas (15 ft.)

  • DC 13 Con save or take 2d6 acid + disadvantage on weapon attacks for 1 turn (rust flares in metal)

Blood Howl (once)
Unleashes a warped scream.

  • DC 12 Wisdom save or be frightened for 1 round.

  • Beast-type creatures automatically flee unless they succeed.

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. 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

Lore:

A custom horror created by the Collector—a fusion of chained ogre flesh, rusted armor, and chitin from failed monsters. Controlled by arcane sigils burned into its brainstem. Emits a low warbling that causes nausea.

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.

Monster Tags: Abominations

Killjoy17090

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