Large Swarm of Large giants, Lawful Evil
Armor Class 20 Beast Bastards Hide
Hit Points 350 (30d12 + 150)
Speed 80 ft., The bosses Walking speed is subject to change. , Climb 60 ft., Swim 45 ft.
STR
30 (+10)
DEX
18 (+4)
CON
30 (+10)
INT
18 (+4)
WIS
18 (+4)
CHA
30 (+10)
Saving Throws CON +16
Skills Athletics +50, Deception +20, Intimidation +20, Persuasion +20, Survival +100
Damage Resistances All
Condition Immunities Frightened, Restrained
Senses Darkvision, Truesight This is only active while the boss is wearing his Knuckle Dagger, Passive Perception 20
Languages Celestial, Common, Draconic, Druidic, Elvish, Goblin
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Pit Grit: growing up on the fighting pits of Aboloth, the boss is a master of both taking and dealing out punishment. as such the boss stores up damage he takes. additionally the boss always attacks twice, in a left right combo, the right always attacking faster.

Sorry, But i don't lose: The years of being attacked and nearly killed have given the boss how own form of regeneration. he heals for 1d6 per 10 missing HP. ((

 

Actions

Size 'em Up: The boss is itching for a fight, as such he gains bonus damage against foes based on their size rating. his next two attacks will deal bonus damage.
tiny: no bonus.
small: +2 to damage roll.
Medium: +4 to damage roll.
large: +6 to damage roll.
Huge: +8 to damage roll.
Gargantuan: + 10 to damage roll. 

Quiet I'm thinking here: The  boss grabs hold of two targets within a 10 ft line. pulling both in by the back of the head bashing their skulls together. Targets must make a dexterity saving throw to avoid being stunned for a round.(( DC 18 ))

Line em up and Knock em down: Taking the damage hes stores, The Boss takes this grit and winds up a powerful punch, this punch deals damage outward in a cone. gaining decaying temporary hit points. targets within the cone must make a constitution saving throw, if they fail they take true damage, ignoring their ac and dealing double its damage. those who succeed only take standard damage. this punch deals damage based on the damage taken.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Time To Cool off: (Costs 2 Actions). The Boss takes a moment to wind up before grabbing a target carrying them 20 ft through the air before landing smashing them into the ground. the target take 10d6 force damage in a cone around them. Those around the impact zone take 1/4 the damage for every 5 feet they are from the impact point.



Description

Standing at 6"9 the boss towers over most, with hair consisting of a pink gold and purple color, pale skin, covered in scars. hes a normally well dressed man. in this case, the boss wears a open chested jacket with a purple blue and gold fur collar

Lair and Lair Actions

Unlike monster of kids stories, the boss is a monster living just around the corner. having converted the majority of the Forgotten City of Memphis, into his own personal black market, and fighting grounds. the boss, sits nestled just above the fighting pits ring.

Lair Actions

The Boss takes a lair action to cause one of the following effects; The Boss can’t use the same effect two rounds in a row:

Get em boys:
the boss calls in his men bringing in 3 d20 units to fight his foes. the boss cannot be challenged until his lackeys have been beaten.

Alright Lets Get Serious:
If the boss has been impressed by his foes,  he will heal them all to full health with a triumphant roar. before jumping down into the pit to fight.

 

  • Enter a description for a lair action.

Regional Effects

The region containing The Bosses lair is a safe haven for criminals and the underbelly alike, which creates one or more of the following effects:

  • Creatures and humanoids come to the bosses aid so long as hes still standing.
  • The region containing the boss is Highly prosperous.

If the Boss is driven off, these effects fade over the course of 2d4 days.

Habitat: Urban

Azaselthedemon

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