Medium Monstrosity (Goliath, Half-Orc), Chaotic Neutral
AC 20    Initiative +10 (20)
HP 273 (26d8 + 156)
Speed 55 ft., climb 20 ft.
Mod Save
STR 24 +7 +13
DEX 18 +4 +10
CON 22 +6 +12
Mod Save
INT 12 +1 +1
WIS 17 +3 +9
CHA 15 +2 +2
Skills Acrobatics +10, Athletics +19, Intimidation +14, Perception +9, Survival +9
Resistances Acid, Bludgeoning, Fire, Lightning, Piercing, Radiant, Slashing, Thunder
Immunities Cold, Poison; Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 19
Languages Common, Giant, Orc
CR 17 (XP 18,000; PB +6)
Traits

Bloodied Frenzy. While Bloodied, the shepherd has Advantage on attack rolls and saving throws.

Powerful Build. The shepherd has Advantage on ability checks and saving throws made to avoid or end the Grappled, Paralyzed, and Restrained conditions.

Superior Relentless Endurance. When the shepherd is reduced to 0 Hit Points but not killed outright, he makes a Constitution saving throw (DC 5 plus the damage taken). On a successful save, the shepherd drops to 1 Hit Point instead.

Actions

Multiattack. The shepherd makes three attacks, using Barbed Blade or +3 Heavy Crossbow in any combination.

Barbed Blade. Melee Attack Roll: +13, reach 10 ft. Hit: 23 (2d6 + 16) Slashing damage plus 9 (2d8) Piercing damage. If the target is a creature, it takes 14 (4d6) Poison damage, and has the Poisoned condition until the end of the shepherd's next turn. Miss: 3 (1d6) Slashing damage plus 7 (2d6) Poison damage.

+3 Heavy Crossbow. Ranged Attack Roll: +13, range 100/400. Hit: 29 (4d10 + 7) Piercing damage plus 14 (4d6) Poison damage. If the target is a creature, it is pushed up to 10 feet straight away from the shepherd, and has the Poisoned condition until the end of the shepherd's next turn.

Killing Crush (Recharge 5-6). Dexterity Saving Throw: DC 20, one Large or smaller creature the shepherd can see within 5 feet. Failure: 80 (12d10 + 14) Bludgeoning damage. Success: Half damage. Failure or Success: If this damage reduces the target to 0 Hit Points, the shepherd kills it and crushes its head.

Spellcasting. The shepherd casts one of the following spells, requiring no spell components, and using Wisdom as the spellcasting ability (save DC 17):

At Will: Telekinesis (requires Ring of Telekinesis)
1/Day Each: Dominate Beast, Dominate Monster, Dominate Person, Hold Monster, Hold Person

Bonus Actions

Brood Rush (6/Day). Each ally within 30 feet of the shepherd can take a Reaction to move up to half the ally’s Speed without provoking Opportunity Attacks. Additionally, the shepherd takes the Dash action, without provoking Opportunity Attacks, and gains 15 (2d8 + 6) Temporary Hit Points.

Shepherding Might (1/Day). For the next 10 minutes or until the shepherd ends this effect (no action required), the shepherd has Advantage on Strength checks, and his Speed increases by 10 feet.

Reactions

Steal Soul. Trigger: The shepherd kills a creature that isn't a Construct or an Undead. Response: The shepherd regains 18 (4d8) Hit Points.

Thick Hide (6/Day). Trigger: The shepherd takes damage. Response: The shepherd reduces the damage by 15.

Usurp Radiance (1/Day). Trigger: The shepherd takes Radiant damage while attuned to the Radiant Absorbing Tattoo. Response: The shepherd gains Immunity against that instance of the damage, and instead regains Hit Points equal to half the Radiant damage dealt.

Previous Versions

Name Date Modified Views Adds Version Actions
10/3/2025 3:52:33 PM
27
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