Huge Fiend (Demon, Hill Giant), Chaotic Evil
Armor Class 20 Natural armour
Hit Points 300 (20d20 + 100)
Speed 40 ft.
STR
30 (+10)
DEX
10 (+0)
CON
30 (+10)
INT
3 (-4)
WIS
3 (-4)
CHA
15 (+2)
Saving Throws STR +15, CON +15, CHA +7
Skills Athletics +5, Intimidation +10, Nature +5, Survival +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Magical Attacks
Damage Immunities Fire, Psychic
Condition Immunities Charmed, Frightened, Petrified
Gear 1 massive Greatsword called Samni'arius and a massive greataxe called Spinegrinder
Senses Passive Perception 5
Languages None
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Eternal anger: Khorne's magic has forever changed Atlas, and the nails are biting. Atlas always has the benefits and downsides of a level 15 beserker barbarian's rage.

Not meant to last: At the start of every turn Atlas will take 5 psychic damage from the nails digging deeper into his brain.

Bloodthirst: For every hit Atlas lands on an enemy he gains a +1 to his initiative.

Blessing of Khorne: Everytime Atlas damages an enemy inflict 2 turns of bleed on them.

Actions

Multiattack: Atlas makes 2 Spinegrinder attacks and 1 Samni'arius attacks. These attacks can be changed out for any of Atlas other actions.

Spinegrinder: Attack with Spinegrinder the greataxe. You have a hit bonus of +12, and deal 22 (2d12+10) slashing damage on a hit. You will do critical damage on a 19 and 20 on the die.

Samni'arius: Attack with Samni'arius the greatsword. You have a hit bonus of +12 and deal 22 (2d12+10) slashing damage on a hit. After hitting with this weapon you will either gain the benefits of the dash action or deal an additonal 4 (2d4) fire damage.

Tail attack: Lash out with your tail. You have a hit bonus of +14 and deal 18 (2d10+8) bludgeoning damage. This attack has a reach of 15 feet.

 

Bonus Actions

Dig deeper: Allow the nails to dig deeper into your brains. You take 3d8 piercing damage, and your next attack deals extra damage equal to the damage you take

Runes of returning: Call upon the runes carved into your weapons. You snap your fingers and Spinegrinder and Samni'arius return to your hand. Enemies will not take damage if they are in the way of the weapon and Atlas hand

Reactions

Vigor of the Hill Giant: Steel yourself for an attack. It deals 10 less damage and you cannot be stunned, pushed away or knocked prone as a result of it

Parry: Parry an enemies melee attack. Roll a d20. On a 1-5 you fail, on a 6-15 you reduce the damage by 15 and on a 16-20 you can redirect the attack to an enemy. If there are no enemies the attack does 0 damage

Legendary Actions

Atlas has 3 legendary actions per turn. He can use them when another creature ends their turn

Charge the heretic: Move up to your movement speed. It must be towards an enemy.

High-rider guillotine: Throw both Spinegrinder and Samni'arius at your enemies. They can both target different creatures. On a hit deal their weapon damage.

Massacre: Make one attack with Spinegrinder and one with Samni'arius.

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.

Monster Tags: Demonbrute

12timm343

Comments

Posts Quoted:
Reply
Clear All Quotes