Armor Class 19 (natural armor)
Hit Points 255 (21d10 + 45)
Speed 40 ft., Burrow 40 ft.
STR
20 (+5)
DEX
12 (+1)
CON
23 (+6)
INT
6 (-2)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws DEX +7, CON +12
Skills Perception +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Grappled, Paralyzed, Petrified, Prone
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 18
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Standing Leap. The bulette's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. Can make a 30 foot leap in any direction.

Legendary Battle. Gorehand the Crusher is no average foe and is more intelligent than the basic variant of its species. He sits upon a hoard of treasure that would make Red Dragons envious and the party that beats Gorehand wins this pile of Platinum, Magic Items, and other gear left by other fallen challengers.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage.

Deadly Leap. If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space.

Multiattack. Gorehand may attack or take an action up to three times a turn. He may follow a claw claw bite pattern of attack.

Claw Attack. Melee Weapon Attack: +5 to hit, reach 15 feet, one target. Hit: 3d10 slashing damage and target makes a DC 9 dex save or gets pinned.

Stump Attack. Melee Weapon Attack: +3 to hit, reach 10 feet, one target. Hit: 2d8 bludgeoning damage and target makes a DC6 Dex save or be pinned.

 

Reactions

Blindside Leap. When an enemy moves to this creature's left side Gorehand leaps in their direction.

Burrowing Escape. Gorehand may burrow as a reaction after taking damage.

Legendary Actions

Gorehand has 3 Legendary resistances per day.

Crushing Blow. If Gorehand has a creature pinned under him, he may use his action to rear up and slam his stump into the creature for 6d10 bludgeoning damage unless the creature makes a DC12 Dex save with advantage.

Desperate Instincts. Once reduced to 1/3-1/4 of his health, Gorehand gains an extra legendary resistance and all attacks made are made with a disadvantage against him unless a 20 is rolled.

Description

This specimen is much larger than other Bulettes found in the wild and his shell shines with a polished sheen even after he burrows.

 His left eye is milky white and blind, the slash marks around it showing the source of the injury. Gorehand is also missing his right hand and uses the stump to crush foes with his sheer weight. He is well taken care of by the arena and always enters matches in peak condition.

Lair and Lair Actions

Home in the Arena. Gorehand has been is so many battles in his arena the terrain is always treated as Normal Terrain by him.

Power of an Audience. Gorehand has a long history in his arena and the local college of Bards sing songs of his greatest battles during his matches. Every 2d12 turns Gorehand can rear up and dance to rile the crowd and add 2d12 to his next attack rolls, Once per battle, creatures in the arena with him must make a Wis Save (DC13) or be dazed for 1 turn.

Habitat: GrasslandHillMountainUrban

ChaosTheDude

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