Large Humanoid, Chaotic Neutral
Armor Class 17 Experimental Physiology
Hit Points 192 (17d10 + 102)
Speed 40 ft.
STR
24 (+7)
DEX
14 (+2)
CON
22 (+6)
INT
18 (+4)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws STR +11, CON +10, INT +8
Skills Acrobatics +6, Athletics +11, Perception +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened
Senses Darkvision 60ft, Passive Perception 15
Languages Common
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

 

Experimental Physiology : Larry counts as one size larger when determining his carrying capacity and the weight he can lift, push, drag or throw.

Prodigy's mind : Larry has advantage on intelligence checks and intelligence saving throws. As a bonus action, Larry can analyse one creature he can see within 60 feet. Until the start of Larry's next turn, he has advantage on attack rolls against that creature

Innocent competitor : Larry cannot be frightened and has advantage on saving throws against being charmed.

Tantrum Threshold : When Larry is reduced to 97 hit points or lower, he enters a tantrum for the remainder of the battle. While in tantrum:

- His speed becomes 50 feet
- anchor attacks deals an extra 1D8 damage
- he has advantage on strength checks and saving throws.

Super Soldier Reflexes : Larry takes an additional turn at initiative 10. He cannot recharge abilities during this turn

 

Actions

 

Multiattack : Larry makes three anchor arm attacks, any of which can be substituted for sweeping chain.

Anchor Arm : Melee weapon attack: +11 to hit, reach 10ft., one target.
Hit: 16 (2d8+7) bludgeoning damage.
If the target is large or smaller, it must succeed on a DC 19 strength saving throw or be knocked prone.

Sweeping Chain : Larry swings his anchor in a devastating arc.
Each creature within 15ft must make a DC 19 dexterity saving throw
Failure: 22 (4d6+8) bludgeoning damage and knocked prone.
Success: Half damage

Hurl Debris (Recharge 5–6) : Larry tears a chunk of the environment free and throws it.
Ranged Weapon Attack: +11 to hit, range 60/120 ft., one target.
Hit: 30 (6d6 + 9) bludgeoning damage.
Each creature within 10 feet of the target must succeed on a DC 17 Dexterity saving throw or take 10 (3d6) bludgeoning damage.

Playtime Slam (Recharge 6) :  Larry leaps up to 30 feet to an unoccupied space he can see.
Upon landing, each creature within 15 feet must make a DC 19 Dexterity saving throw.
Failure: 31 (7d8) bludgeoning damage, knocked prone.
Success: Half damage and not knocked prone.

Throw Them Back :  Larry attempts to grab and launch a creature.
Melee Weapon Attack: +11 to hit, reach 5 ft., one Medium or smaller creature.
Hit: 14 (2d6 + 7) bludgeoning damage and the target is thrown up to 30 feet in a direction of Larry's choice.
If the target collides with a solid object, it takes an additional 10 (3d6) bludgeoning damage and falls prone.

 

Bonus Actions

Analyse Opponent :  Larry uses Prodigy's mind.

Reactions

Not Done Yet : When a creature within 10 feet moves away from Larry, he may move up to half his speed toward that creature and make one Anchor Arm attack.

I Figured You Out : When a creature Larry can see hits him with an attack, Larry gains +2 AC against that creature's attacks until the start of his next turn.

 

Legendary Actions

Legendary Actions

Larry can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn.

Move : Larry moves up to half his speed.

Anchor Swing : Larry makes one Anchor Arm attack.

Rip Up the Floor (Costs 2 Actions) : Larry tears apart the terrain.
Choose a point within 30 feet. Creatures within 10 feet of that point must succeed on a DC 17 Dexterity saving throw or take 10 (3d6) bludgeoning damage and fall prone.

Description

Enter a general description for your monster here.

Goopybrit

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