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Ogrémoch's Bane

Ogrémoch's Bane Gargantuan elemental, Neutral evil 10 12,250 xp

  • Armor class 20 (natural armor)
  • Hit points 263
  • Speed 50 ft., burrow 50 ft.
  • STR 18 (+4)
  • DEX 11 (0)
  • CON 20 (+5)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 16 (+3)

Save Throws: Str +7, Con +7, Wis +4

Damage Resistances: bludgeoning, piercing and slashing from nonmagical weapons

Damage Immunities: poison

Condition Immunities: charmed, frightened, paralyzed, petrified, poisoned, prone

Senses: blindsight 120 ft., tremorsense 120 ft., passive Perception 12

Languages: Common, Terran

Challenge: 10 (12,250 xp)

Empowered attacks. The Bane's slam attacks are treated as magical and adamantine for the purpose of bypassing resistance and immunity to nonmagical weapons.

Innate Spellcasting. The Bane's innate spellcasting ability is Charisma (spell save 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: meld into stone, move earth, wall of stone

Legendary resistance (1/Day). If the Bane fails a saving throw, it can choose to succeed instead.

Magic resistance. The Bane has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Bane makes two slam attacks.

Slam. Melee weapon attack: +7 to hit, reach 15 ft., one target. Hit: 30 (4d10+8) bludgeoning damage.

Boulder. Range weapon attack: +3 to hit, range 500 ft. one target. Hit: 46 (7d10+8) bludgeoning damage.

Summon Elementals (1/Day). The bane summons up to three earth elementals and loses 30 hit points for each elemental he summons. Summoned elementals have maximum hit points, appear within 100 feet of the Bane, and disappear if the Bane is reduced to 0 hit points.

Legendary Actions

The Bane can take 1 legendary action. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Bane regains spent legendary actions at the start of its turn.

Illuminating Crystals. The bane's crystalline protrusions flare. Each creature within 30 feet of the Bane becomes outlined in orange light, shedding dim light in a 10-foot radius. Any attack roll against an affected creature has advantage if the attacker can see it, and the affected creature can't benefit from being invisible.