Medium Humanoid
AC 16 natural    Initiative +2 (12)
HP 59 (5d8 + 15)
Speed
Mod Save
STR 14 +2 +2
DEX 14 +2 +2
CON 16 +3 +3
Mod Save
INT 9 −1 −1
WIS 16 +3 +3
CHA 9 −1 −1
Senses Passive Perception 16
Languages None
CR 3 (XP 700; PB +2)
Traits

Rage. You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren’t wearing Heavy armor.

While active, your Rage follows the rules below.

Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage.

Rage Damage. When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.

Strength Advantage. You have Advantage on Strength checks and Strength saving throws.

No Concentration or Spells. You can’t maintain Concentration, and you can’t cast spells.

Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:

  • Make an attack roll against an enemy.
  • Force an enemy to make a saving throw.
  • Take a Bonus Action to extend your Rage.

Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.

Spellcasting. The goliath is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The goliath has following cleric spells prepared:

Cantrips (at will): Guidance, Druidcraft, Toll the Dead, Spare the dying

1st level (4 slots): Cure Wounds, Faerie Fire, Inflict Wounds, Detect Magic

 2nd level (3 slots): Lesser Restoration, Moon Beam, Wither and Bloom.

Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn.

Fast Movement

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

 

Actions

Multi attack. The Goliath makes two attacks.

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

Cast a spell from your list.

Unarmed. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage.

Bonus Actions
Rage

As a bonus action enter a rage for up to 1 minute (10 rounds).

You gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.

Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action.

Unarmed Strike

You can make an Unarmed Strike as a Bonus Action, while unarmed or wielding only Monk weapons, provided you aren’t wearing armor or wielding a Shield.

Reactions
Stone’s Endurance

When you take damage, you can use your reaction to reduce the damage taken by 1D12+3.

 

Description

Low level member of the Valo Clan.

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.

Ltnaoki

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