Brutish Survivalist. The wrathbeast cannot dip below 15 HP if the glowing skulls are not all defeated.
-
Blood-Scent Frenzy: When a creature is below half HP, the boss has advantage on attacks against it.
-
Territorial Rage: Boss gains temporary HP when a creature enters a marked area (bones, nests, stolen gear).
- these areas are where the glowing skulls are.
Multiattack. The wrathbeast makes both a claw and battleaxe attack.
Battleaxe. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 10 (2d6) [Bludgeoning] damage.
Bite. Ranged Weapon Attack: +2 to hit, range 5 ft., 1 target. Hit: 3 (1d4 + 1) [Piercing] damage.
Claw. +2 to hit, range 5 ft., 1 target. Hit: 4 (1d4+2) [Slashing] damage.
Restore Health. As an action, the wrathbeast can restore 2d4 health to itself until the glowing skulls are all defeated.
Disengage. The wrathbeast can disengage without producing opportunity attacks.
When one of its minions is killed, the wrathbeast can take a reaction to throw something at the killer.
1d6:
1. Pelvis (1d8). 2. Skull (1d6). 3. Stalactite (1d8+2, DEX saving throw DC 14 to take half damage). 4. Femur (2d6). 5. Skull (1d6). 6. Rusty Shield (1d6+2).
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 hulking, bear-like monstrosity emerges from the shadowed depths of the cavern, its massive frame scarred and matted with dirt, blood, and broken brambles. Jagged wooden stakes and battered arrows protrude from its thick, coarse fur, evidence of countless hunters who have tried — and failed — to bring it down. Its glowing yellow-orange eyes pierce the darkness, burning with fury and cunning, while its jagged claws scrape across the stone floor with an unsettling, echoing rhythm. The air vibrates with the low rumble of its growls, mingling with the whisper of shifting rocks and the distant drip of underground water. Every movement exudes raw power, a mixture of primal rage and hardened survival, making it clear that this cavern is its domain — and intruders are not welcome.
Lair and Lair Actions
Bone Totems: Glowing skulls (20 HP) amplify fear; destroying them all takes away the wrathbeast's ability to restore health to itself.
Lair Actions
On initiative count 20 (losing initiative ties), the [wrathbeast] takes a lair action to cause one of the following effects: the [wrathbeast] can’t use the same effect two rounds in a row:
- Resurrect. The last minion to die comes back to life.
- Unstable Ground. The ground shakes. STR saving throw DC 13 to not have the Prone condition.
- Falling Stalactites. Stalactites fall from the ceiling. 1d8+3 Bludgeoning; DEX saving throw DC 14 to take half damage.
- Stenchy Odor. Any creature within 5 ft. of the wrathbeast must make a CON saving throw DC 12 to not be blinded.
- Pitch Darkness. A patch of magical darkness spreads over a 15-ft radius. Non-darkvision creatures can’t see through it until the start of the beast’s next turn.
- Mirage. Two fake wrathbeasts appear that disappear upon being hit.
Regional Effects
The region containing a legendary [wrathbeast]’s lair is [affected], which creates one or more of the following effects:
- Fleeing Beasts. The local fauna have fled.
- Aura of Fear. Any creatures residing in the area of the Cave of Lathano (where the Cavish wrathbeast lives) for a long rest or more has -2 on initiative rolls.
If the [wrathbeast] dies, these effects fade over the course of 2d4 days.
Comments