Medium Humanoid
AC 15 natural    Initiative +2 (12)
HP 79 (9d6 + 30)
Speed
Mod Save
STR 14 +2 +2
DEX 14 +2 +2
CON 16 +3 +3
Mod Save
INT 18 +4 +4
WIS 9 −1 −1
CHA 9 −1 −1
Senses Passive Perception 12
Languages None
CR 12 (XP 8,400; PB +4)
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 9th-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): Prestidigitation, Finger Guns, Fire Bolt, Gust

1st level (4 slots): Chromatic Orb, Ice Knife, Magic Missile, Shield

2nd level (3 slots): Dragon's Breath, Flame Sphere, Misty Step.

Fast Movement

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

 

Actions

 

Cast a spell from your list from staff.

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.

Cast the spell Finger Guns.

Reactions
Stone’s Endurance

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

 Cast the spell Shield.

Description

Low level member of the Agu 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

Comments

Posts Quoted:
Reply
Clear All Quotes