Grotesque Gargant

Dungeons of Drakkenheim p. 197 (Third Party)

Tamaño
Enorme
Tipo
giant
Alineamiento
neutral
CA
17 (natural armor)
Puntos de golpe
126 (11d12+55)
Velocidad
walk 40 ft.
Salvaciones
Dex +5, Con +8, Wis +4
Habilidades
Athletics +12, Perception +4
Sentidos
darkvision 60 ft.
Percepción pasiva
14
Idiomas
Giant
Desafío
8
Linaje
Gargant
FUE
23
+6
DES
15
+2
CON
20
+5
INT
10
+0
SAB
12
+1
CAR
9
−1

Rasgos

Proficiency Bonus

+3

Regeneration

A grotesque gargant regains 10 hit points at the start of its turn as long as it is within the Deep Haze. The gargant dies only if it starts its turn with 0 hit points and doesn't regenerate.

Misty Camouflage

The grotesque gargant has advantage on Dexterity (Stealth) checks to hide in any area obscured by mist or fog.

Acciones

Multiattack

The grotesque gargant makes two greatclub attacks.

Greatclub

Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Rock

Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Contaminating Beam

The grotesque gargant magically forces a creature it can see within 60 feet of it to make a DC 15 Constitution saving throw. The creature takes 27 (6d8) necrotic damage on a failed save and gains one level of contamination.

Reacciones

Rock Catching

If a rock or similar object is hurled at the grotesque gargant, the grotesque gargant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

Otros datos

description

These mutated human monstrosities have grown to tremendous size. Delerium shards are merged into their disfigured bodies, and their muscles pulse with arcane energies as they lumber forward. Furiously territorial, these creatures are occasionally sighted hauling massive delerium crystals from the crater and placing them like obelisks in the ruins.