| Mod | Save | ||
|---|---|---|---|
| STR | 5 | −3 | +7 |
| DEX | 1 | −5 | −6 |
| CON | 3 | −4 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 13 | +1 | +8 |
| WIS | 11 | +0 | +7 |
| CHA | 12 | +1 | +8 |
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Kind Giant’s Guard. While unarmored, Anton’s massive frame and practiced guard grant +2 AC (included) and advantage on checks to resist being shoved or knocked prone.
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Bean-Borne Wanderer. Anton has an intuitive sense for planar seams: advantage on checks to track recent teleportation/portals, and he ignores nonmagical difficult terrain.
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Leader of the Orchard. Allies within 30 ft who can see or hear Anton gain +1 to attack rolls against a creature Anton has hit since the start of his last turn.
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Multiattack (Greatsword Routine). Anton makes two attacks in any combination of Giant Greatsword and Backhand Swipe.
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Giant Greatsword (Melee Weapon Attack). +7 to hit, reach 10 ft., one target. Hit: 2d8 + 4 slashing. If Anton moved at least 10 ft straight toward the target this turn, the target must succeed on a DC 16 STR save or be pushed 10 ft and knocked prone.
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Backhand Swipe (Melee Weapon Attack). +7 to hit, reach 10 ft., one target. Hit: 2d6 + 4 bludgeoning. On a hit, the target’s speed is −10 ft until the start of Anton’s next turn.
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Bean-Gate (Portal Creation, 1/Short Rest). Anton tosses an enchanted bean at a point on the ground within 30 ft, opening a paired portal (5-ft-radius entrance and exit) that lasts 1 minute. As part of the action he may choose one creature within 5 ft of the entrance; that creature must succeed on a DC 15 CHA save or is teleported to an empty space within 5 ft of the exit. Anton and willing allies can move through the portals freely (costs 5 ft movement).
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Shoulder Charge. Anton moves up to 10 ft without provoking opportunity attacks; if his next Giant Greatsword hits this turn, add +1d6 damage.
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Rally the Little Folk. One ally within 30 ft gains 5 temporary HP and can move 10 ft as a reaction without provoking opportunity attacks.
Guardian’s Interpose. When a creature Anton can see targets an ally within 10 ft with an attack, Anton imposes disadvantage on the attack roll (he wedges his blade or arm in the way).
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 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.
Description
A gentle giant from the Once Upon a Time realms, Anton guarded the giants’ treasures, crossed worlds on bean-grown paths, and learned to stand with human friends despite old grudges. In battle he fights to protect—sweeping foes off their feet, herding them with sudden portals, and holding the line with a great blade and a bigger heart.
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.
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