Beast of the Wilds: Adaptable to any terrain and therefore takes no debuffs from any terrain or terrain changes, I.E. Difficult Terrain, Icy Terrain, etc. Also, his body adapts to move through various terrain, I.E. Clawed hands and feet for scaling trees/cliffs/mountains, extra hair to adapt to the cold, cold/warm blood change depending on ambient temperature, etc.
Beast Senses: Cannot be taken by surprise, takes half damage from Opportunity Attacks and Counter Attacks.
Speed of the Beast: the first attack he gets each turn counts as 2 attacks (roll damage twice NOT hit roll).
Infernal Barbarian: This creature can make 3 attacks instead of 2.
Barbarian Strength: Targets who are knocked into terrain take an extra 1d8 damage instead of 1d6.
Axe Strike: does 2d10 slashing damage.
Wild Blows: does 3 instances of 1d10 unarmed Bludgeoning damage. If raging, does 1d12 damage per hit instead. If all three blows hit, knocks the target(s) away 10ft or 20ft if raging. Targets who are knocked into terrain need to succeed a DC 14 CON saving throw to avoid the Stunned condition and a DC 18 DEX saving throw to avoid the Prone condition.
These are MY BEASTWILDS!: A Spartan Kick that does 3d10 damage, knocks back the target 30ft, and causes the Stunned and Prone status effects.
Paralysis Daggers (2 in inventory): if this throwing weapon hits, target is immediately paralyzed for 1 turn.
Iron-skin: reduces piercing and slashing damaging by half and negates Critical hits, taking normal damage instead.
Beast King's Heart: if an attack roll would fail, you can either: add +5 to the roll total OR reroll the attack entirely. Always reroll natural 1s.
Beast Rage: Once per combat, instead of normal Barbarian Rage, Beast Rage allows for automatic full damage on successful hits for one turn, lasts one round before reverting to regular Barbarian Rage. Also allows the trait Speed of the Beast to affect ALL attacks made for the turn it's active.
Infernal Beast King's Fury: Once per battle, when this creature takes a fatal blow, heals half their max health and immediately takes a turn.
Infernal Wildmagic: During Beast Rage, successful hit rolls come with an additional DC 19 DEX saving throw or targets take an additional 2d12 Magic Damage.
Description
9 feet tall, broad and muscular. Large skull shaped scar on chest where his Goliath Heart was removed and replaced with the heart of a Demonic Beast King. Large Viking style axe. War paint over eyes. braided beard and ponytail.
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.






