Page 129 - Monster Manual Expanded III Dragonix
P. 129

Gladiator                                      Siege Hulk




         Hill Giant Boss                                        Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target.
                                                                Hit: 22 (3d10 + 6) bludgeoning damage.
         Huge giant, chaotic evil
                                                                Ground Pound (Recharge 5-6). The giant slams its greatclub on
         Armor Class 13 (natural armor)                         the ground, triggering an earth tremor and violently pelting the area
         Hit Points 149 (13d12 + 65)                            with debris. Each creature on the ground originating from the giant
                                                                in a 15-foot cube must succeed on a DC 17 Strength saving throw.
         Speed 40 ft.
                                                                On a failed save, a creature takes 19 (3d8 + 6) bludgeoning damage
                                                                and is knocked prone.  If a creature fails its save by 5 or more, it is
              STR           DEX           CON           INT           WIS           CHA
                                                                also stunned until the end of its next turn.  On a successful save, a
                 22 (+6)        8 (-1)        20 (+5)        5 (-3)         9 (-1)          6 (-2)
                                                                creature takes half as much damage and isn't knocked prone.
         Skills Perception +2                                   Legendary Actions
         Senses passive Perception 12
         Languages Giant                                        The giant can take 3 legendary actions, choosing from the options
         Challenge 8 (3,900 XP)       Proficiency Bonus +3      below. Only one legendary action option can be used at a time and
                                                                only at the end of another creature's turn. The giant regains spent
         Actions                                                legendary actions at the start of its turn.
                                                                Lumber. The giant moves up to 15 feet.
         Multiattack. The giant makes two melee attacks. It can replace one of
                                                                Kick. The giant makes a Kick attack.
         its attacks with Ground Pound, if it is available.
                                                                Strike (Costs 2 Actions). The giant attacks with its Greatclub or
         Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.     Rock.
         Hit: 19 (3d8 + 6) bludgeoning damage.                  Smash (Costs 3 Actions). The giant attacks with its Greatclub.  If the
                                                                  attack hits, the target must succeed on a DC 17 Constitution saving
         Kick. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
                                                                  throw or be stunned until the end of its next turn. If the target fails
         Hit: 9 (1d6 + 6) bludgeoning damage and if the target is a Medium or
                                                                  its saving throw by 5 or more, it is also knocked unconscious for 1
         smaller creature, it must succeed on a DC 17 Strength saving throw
                                                                  minute.
         or be pushed up to 10 feet away and knocked prone.
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                    Bestiary
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