Huge Giant, Chaotic Evil
Armor Class 10 Natural armor
Hit Points 60 (6d10 + 27)
Speed 15 ft., The torso violently smashes its claws in the ground and pulls itself forward
STR
18 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
5 (-3)
WIS
5 (-3)
CHA
5 (-3)
Senses Passive Perception 5
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Rotten Body. The Body of the swamp giant has been laying underground for a long time. It's body is heavily rotten. The monster looses its limbs when hit by slashing damage. Foul smelling dark liquid starts to pour out the wound. Every living crature that comes into contact with the liquid must succeed on a DC 15 Con saving throw or become infected by scarlet rot. The limbs can still attack with disadvantage. 

Scarlet rot. A heavy disease that starts harming contained individuals instantaneously. Infected individuals have a -1 malus on every attacking throw. Infected individuals can't concentrate. If infected individuals aren't cured within 5 days they must succeed on a death saving throw everytime they take a rest. 


Actions

Grab. The torso tries to grab a target within 10ft. The target must succed on a dc 15 Str or Dex saving throw. If they fail the torso throws the target up to 60ft. This deals 4 (1d6) blunt damage.

Claw. Melee attack. +3 to hit 10ft., single target. On hit: 4 (1d6+1) slashing damage.

Sweep. Ranged attack. The torso sweeps its arms around itself. Every creature in a 15ft. radius must succeed on a DC 10 Dex saving throw or be hit with 5 (1d8) piercing damage (there are spikes on the arms of the torso I have lying around XD).

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.

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.

Stiefelkatze

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