Medium Fiend, Chaotic Neutral
Armor Class 18 Natural Armor
Hit Points 189 (18d8 + 108)
Speed 40 ft., Climb 30 ft.
STR
24 (+7)
DEX
16 (+3)
CON
22 (+6)
INT
10 (+0)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws STR +12, CON +11, WIS +8
Skills Athletics +12, Intimidation +9, Perception +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Darkvision 60, Passive Perception 18
Languages --
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Rage Unbound. Annihilape's anger grows whenever it takes damage. Whenever Annihilape takes damage from a creature, it gains one Rage stack, up to a maximum of 5.
For each Rage stack, Annihilape gains: +1 bonus to melee damage rolls, +5 ft. movement speed.

At 3 stacks, Annihilape has advantage on Strength checks and Strength saving throws. At 5 stacks, its melee attacks deal an additional 1d8 Force damage. Rage stacks disappear at the end of combat.

Inner Focus. Annihilape cannot be frightened or charmed, and it has advantage on saving throws against being stunned.

Furious Pursuit. When a creature Annihilape can see moves more than 10 feet away from it, Annihilape can move up to half its speed toward that creature without provoking opportunity attacks.

Ghostly Fury. Annihilape's attacks count as magical.

Actions

Multiattack. Annihilape makes three attacks: two with Rage Fist and one with Rage Throw.

Rage Fist. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 2d10 + 7 bludgeoning damage plus 1d8 force damage.

Rage Throw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 2d8 + 7 bludgeoning damage. The target must succeed on a DC 20 Strength saving throw or be thrown up to 20 feet and knocked prone.

Close Combat (Recharge 5–6) Annihilape unleashes a furious barrage of attacks against everything around it. Each creature within 10 feet must make a DC 20 Dexterity saving throw. On a failure, a creature takes 8d8 bludgeoning damage and is knocked prone. On a success, it takes half damage and isn't knocked prone.

Annihilape then gains 2 Rage stacks.

Rage Fist — Overdrive. When Annihilape has 5 Rage stacks, it can replace all three attacks of its Multiattack with one devastating punch. 

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 6d8+8 Bludgeoning damage + 3d6 Force damage.

If this attack reduces a creature to 0 hit points, Annihilape immediately gains 1 Rage stack.

Bonus Actions

Rage. Annihilape enters a furious state for 1 minute.
While raging:

  • Annihilape has advantage on Strength checks and saving throws.
  • Its melee attacks deal +3 damage.
  • It gains resistance to bludgeoning, piercing, and slashing damage.
  • It cannot willingly move away from a hostile creature it can see.

Annihilape can use Rage once per short or long rest.

Reactions

Rage Redirected. When Annihilape takes damage from a creature within 30 feet, it can use its reaction to move up to 15 feet toward that creature.

If it ends this movement within melee range, it can make one Rage Fist attack against that creature.

DungeonDDive

Comments

Posts Quoted:
Reply
Clear All Quotes