| Mod | Save | ||
|---|---|---|---|
| STR | 23 | +6 | +11 |
| DEX | 10 | +0 | +5 |
| CON | 22 | +6 | +11 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 10 | +0 | +0 |
| CHA | 14 | +2 | +2 |
Stoneskin: Druumun gains resistance to Bludgeoning Slashing and Piercing damage.
Immutable Form: Druumun is immune to spells or effects that would change his form.
Poor Depth Perception: He also gains disadvantage on attack rolls against creatures more than 30ft. away from him
Brutal Strength: If Drummun lands a Critical hit, the attack deals an additional die of damage.
One-Eyed Rune: Druumun bears the One Eyed Rune inscribed on a rock or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Eye Blast, Eye Laser and Spellcasting. The object bearing the rune has AC 15; 20 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when Drummun dies. If the rune is destroyed, he can inscribe the rune on an object in its possession when it finishes a short or long rest.
Legendary Resistance (3/Day): If Drummun fails a saving throw, it can choose to succeed instead.
Multiattack: Drummun makes 3 Greatsword attacks or 2 boulder attacks and then uses his eye laser if available.
Greatsword: Melee Weapon Attack: +11 to hit, reach 15 ft., 1 target. Hit: 19(2d12 + 6) Slashing damage and target must make a DC 18 Dexterity or Strength Saving throw(its Choice). Failure: Target falls Prone..
Boulder: Ranged Weapon Attack: +11 to hit, range 150/300 ft., 1 target. Hit: 24 (3d10 + 7) Bludgeoning damage and target is knocked prone if it is large or smaller.
Spellcasting(Requires One Eyed Rune): Drummun can invoke the rune to cast the following spells; DC 15, Charisma is his spellcasting stat;
- At Will: Guidance, See Invisibility, Compelled Duel, Darkvision
- 3/day: Hold Person, Detect Magic, Enthrall
- 1/Day: Eyebite, Fear
Eye Blast(Requires One Eyed Rune):Ranged Magic Attack: +11 to hit, range 120ft., 1 target. Hit: 16 (4d6) Radiant Damage and target must make a DC 15 Constitution Saving throw. Failure: Target is Stunned until the end of its next turn.
Eye Laser(Recharge 5-6;Requires One Eyed Rune): Drummun exudes a beam of concentrated energy from his eye and sweeps it across the battlefield, leaving destruction in its wake. All creatures in a 90ft cone emanating from Druumun must make a DC 18 Dexterity Saving Throw. Failure: A creature takes 39(6d12) Radiant Damage and is stunned until the end of its next turn. Success: A creature takes 1/2 damage and is not stunned.
Pinning Stomp: Drummun attempts to pin a large or smaller creature that is prone within 5ft of him. The creature makes a DC 18 Dexterity Saving throw. Failure: The target takes 18(4d8) Bludgeoning Damage and is Restrained(escape DC 18). The Creature remains restrained until it frees itself or until Drummun moves. Drummun can use this against a creature already restrained by this feature and automatically deal the damage, with no saving throw. He can have 1 creature restrained this way at a time.
Firm Planting: If a spell or effect would cause Drummun to fall prone or be moved, he can use his reaction prevent him from being moved or falling prone.
Legendary Action Uses: 3; Immediately after another creature's turn, Drummun can expend a use to take one of the following actions. He Regains regains all expended uses at the start of each of its turns.
Detect: Drummun takes the Search Action.
Blast(requires One Eyed Rune): Drummun makes an Eye Blast Attack.
Attack: Drummun makes one Boulder or Greatsword attack against a Target within range
Trample: Drummun moves up to 1/2 his speed without provoking any opportunity attacks. Creatures that come within 5 feet of Drummun during this movement must make a DC 18 Dexterity or Strength saving throw. Failure: the creature takes 7(2d6) Bludgeoning Damage and falls prone
Spellcasting: Drummun casts one of the spells listed under his spellcasting.
Description
Enter a general description for your monster here.
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.
Previous Versions
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10/28/2025 2:55:58 AM
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