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 Post subject: Re: Official MM statblocks
PostPosted: Sun Feb 12, 2017 5:14 pm 
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Posts: 4739
Intellect Devourer
Tiny aberration, lawful evil
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Armor Class 12
Hit Points 21 (6d4 + 6)
Speed 40 ft.
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STR 6 (-2) DEX 14 (+2) CON 13 (+1) INT 12 (+1) WIS 11 (+0) CHA 10 (+0)
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Skills Perception +2, Stealth +4
Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons
Senses blindsight 60 ft., passive Perception 12
Languages Deep Speech, telepathy 60 ft.
Challenge 2 (450 XP)
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Detect Sentience: The intellect devourer can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

ACTIONS
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Multiattack. The intellect devourer makes one attack with its claws and uses Devour Intellect.

Claws: Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

Devour Intellect. The intellect devourer targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence.

Body Thief. The intellect devourer initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it. If it wins the contest, the intellect devourer magically consumes the target's brain, teleports into the target's skull, and takes control of the target's body. While inside a creature, the intellect devourer has total cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target's statistics. It knows everything the creature knew, including spells and languages.
If the host body drops to 0 hit points, the intellect devourer must leave it. A protection from evil and good spell cast on the body drives the intellect devourer out. The intellect devourer is also forced out if the target regains its devoured brain by means of a wish. By spending 5 feet of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies, unless its brain is restored within 1 round.


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 Post subject: Re: Official MM statblocks
PostPosted: Sat Mar 11, 2017 11:11 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4739
Planetar
Large celestial, any good
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Armor Class 19 (natural armor)
Hit Points 200 (16d10 + 112)
Speed 40 ft., fly 120 ft.
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STR 24 (+7) DEX 20 (+5) CON 24 (+7) INT 19 (+4) WIS 22 (+6) CHA 25 (+7)
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Saves Con +12, Wis +11, Cha +12
Skills Perception +11
Damage Resistances radiant; bludgeoning, piercing and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened
Senses truesight 120 ft., passive Perception 21
Languages all, telepathy 120 ft.
Treasure greatsword
Challenge 16 (15,000 XP)
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Angelic Weapons. The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).

Divine Awareness The planetar knows if it hears a lie.

Innate Spellcasting. The planetar's spell casting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, Dispel Evil and Good, Flame Strike, Raise Dead
1/day each: Commune, Control Weather, Insect Plague

Magic Resistance. The planetar has advantage on saving throws against spells and other magical effects.

ACTIONS
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Multiattack. The planetar makes two attacks.

Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.

Healing Touch (4/Day). The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.


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 Post subject: Re: Official MM statblocks
PostPosted: Sat Mar 18, 2017 5:22 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4739
Unicorn
Large celestial, lawful good
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Armor Class 12
Hit Points 67 (9d10 + 18)
Speed 50 ft.
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STR 18 (+4) DEX 14 (+2) CON 15 (+2) INT 11 (+0) WIS 17 (+3) CHA 16 (+3)
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Damage Immunities poison
Condition Immunities charmed, paralyzed, poisoned
Senses passive Perception 13
Languages Celestial, Elvish, Sylvan, telepathy 60 ft.
Challenge 5 (1800 XP)
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Charge: If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked Prone.

Innate Spellcasting: The unicorn’s innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:
At will: Detect Evil and Good, Druidcraft, Pass without Trace
1/day each: Calm Emotions, Dispel Evil and Good, Entangle

Magic Resistance: The unicorn has advantage on saving throws against spells and other magical effects.

Magic Weapons: The unicorn’s weapon attacks are magical.

ACTIONS
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Multiattack: The unicorn makes two attacks: one with its hooves and one with its horn.

Hooves: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Horn: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Healing Touch (3/Day): The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

Teleport (1/Day): The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.

LEGENDARY ACTIONS
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The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The unicorn regains spent legendary actions at the start of its turn.
Hooves: The unicorn makes one attack with its hooves.

Shimmering Shield (Costs 2 Actions): The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn’s next turn.

Heal Self (Costs 3 Actions): The unicorn magically regains 11 (2d8 + 2) hit points.


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 Post subject: Re: Official MM statblocks
PostPosted: Sat Mar 18, 2017 5:23 pm 
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Posts: 4739
Nightmare
Large fiend, neutral evil
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Armor Class 13 (natural)
Hit Points 68 (8d10 + 24)
Speed 60 ft., fly 90 ft.
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STR 18 (+4) DEX 15 (+2) CON 16 (+3) INT 10 (+0) WIS 13 (+1) CHA 15 (+2)
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Damage Immunities fire
Senses passive Perception 11
Languages Abyssal, Common, Infernal
Challenge 3 (700 XP)
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Confer Fire Resistance: The nightmare can grant resistance to fire damage to anyone riding it.

Illumination: The nightmare sheds bright light in a 10- foot radius and dim light for an additional 10 feet.

ACTIONS
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Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.

Ethereal Stride: The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.


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 Post subject: Re: Official MM statblocks
PostPosted: Sat Mar 18, 2017 5:23 pm 
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Posts: 4739
Cambion
Medium fiend, any evil
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Armor Class 19 (scale)
Hit Points 87 (11d8 + 33)
Speed 30 ft., fly 60 ft.
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STR 18 (+4) DEX 18 (+4) CON 16 (+3) INT 14 (+2) WIS 12 (+1) CHA 16 (+3)
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Saving Throws Str +7, Con +6, Int +5, Cha +6
Skills Deception +6, Intimidation +6, Perception +4, Stealth +7
Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing and slashing from non-magical weapons.
Senses Darkvision 60 ft., passive Perception 14
Languages Abyssal, Common, Infernal
Challenge 5 (1,800 XP)

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Fiendish Blessing. The AC of the cambion includes its Charisma bonus.

Innate Spellcasting. The cambion's spellcasting ability is Charisma (spell save DC 13). The cambion can innately cast the following spells, requiring no material components:
3/day each: alter self, command, detect magic
1/day: plane shift (self only)

ACTIONS
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Multiattack. The cambion makes two melee attacks or uses Fire Ray twice.

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) fire damage.

Fire Ray Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage.

Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion's spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the cambion's Fiendish Charm for the next 24 hours.


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 Post subject: Re: Official MM statblocks
PostPosted: Sat Mar 18, 2017 5:23 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4739
Lemure
Medium fiend, lawful evil
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Armor Class 7
Hit Points 13 (3d8)
Speed 15 ft.
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STR 10 (+0) DEX 5 (-3) CON 11 (+0) INT 1 (-5) WIS 11 (+0) CHA 3 (-4)
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Damage Resistances cold
Damage Immunities fire, poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands Infernal
Challenge 0 (10 XP)
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Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

Hellish Rejuvenation: A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a Bless spell cast on that creature or its remains are sprinkled with holy water.

ACTIONS
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Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.


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 Post subject: Re: Official MM statblocks
PostPosted: Mon Mar 20, 2017 12:10 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4739
Lich
Medium undead, any evil alignment
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Armor Class 17 (natural)
Hit Points 135 (18d8 + 54)
Speed 30 ft.
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STR 11 (+0) DEX 16 (+3) CON 16 (+3) INT 20 (+5) WIS 14 (+2) CHA 16 (+3)
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Saves Con +10, Int +12, Wis +9
Skills Arcana +18, History +12, Insight +9, Perception +9
Damage Resistances cold, lightning, necrotic
Damage Immunities poison, bludgeoning, piercing, slashing from non-magical weapons
Senses truesight 120 ft., passive Perception 19
Languages any six languages
Treasure dagger
Challenge 21 (33,000 XP)

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Legendary Resistance (3/day) If the lich fails a saving throw, it can choose to succeed instead.

Rejuvenation: If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Turn Resistance: The lich has advantage on saving throws against any effect that turns undead.

Spellcasting. The lich is a 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20 , +12 to hit with spell attacks). The lich has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image
3rd level (3 slots): animate dead, counterspell, dispel magic, fireball,
4th level (3 slots): blight, dimension door
5th level (3 slots): cloudkill, scrying
6th level (1 slot): disintegrate, globe of invulnerability
7th level (1 slot): finger of death, planeshift
8th level (1 slot): dominate monster, power word stun
9th level (1 slot): power word kill


ACTIONS
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Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be Paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

LEGENDARY ACTIONS
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The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The lich regains spent legendary actions at the start of its turn.

Cantrip: The lich casts a cantrip.

Paralyzing Touch (Costs 2 Actions): The lich uses its Paralyzing Touch.

Frightening Gaze (Costs 2 Actions): The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become Frightened for 1 minute. The Frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the lich’s gaze for the next 24 hours.

Disrupt Life (Costs 3 Actions): Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

LAIR ACTIONS
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On initiative count 20 (losing initiative ties), the lich can take a lair action to cause one of the following magical effects; the lich can't use the same effect two rounds in a row:
• The lich rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.

• The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich's lair.

• The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.


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 Post subject: Re: Official MM statblocks
PostPosted: Sun Apr 30, 2017 11:50 am 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4739
King Snurre
Huge giant, lawful evil
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Armor Class 18 (plate)
Hit Points 187 (15d12 + 90)
Speed 30 ft.
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STR 25 (+7) DEX 9 (-1) CON 23 (+6) INT 10 (+0) WIS 14 (+2) CHA 13 (+1)
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Saves Dex +3, Con +10, Cha +5
Skills Athletics +11, Perception +6
Damage Resistances cold
Damage Immunities fire
Senses passive Perception 16
Languages Common, Giant
Treasure Greatsword, plate, white dragonskin cloak of cold resistance, crown set with six rubies (500 gp each), six diamonds (500 gp each) and a huge jacinth (1000 gp), coral skull necklace (1000 gp), girdle with sixty-six garnets (10 gp each).
Challenge 11 (7,200 XP)
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ACTIONS
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Multiattack. The king makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage plus 7 (2d6) fire damage.

Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.


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 Post subject: Re: Official MM statblocks
PostPosted: Mon May 01, 2017 9:45 am 
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Posts: 4739
Chief Nosnra
Huge giant, chaotic evil
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Armor Class 17 (splint)
Hit Points 138 (12d12 + 60)
Speed 40 ft.
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STR 23 (+6) DEX 9 (-1) CON 21 (+5) INT 9 (-1) WIS 12 (+1) CHA 12 (+1)
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Saves Con +8, Wis +4, Cha +4
Skills Athletics +9, Perception +3
Senses passive Perception 13
Languages Giant
Treasure greataxe, splint
Challenge 8 (3,900 XP)
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ACTIONS
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Multiattack. The giant makes two greataxe attacks.

Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.


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 Post subject: Re: Official MM statblocks
PostPosted: Mon May 01, 2017 9:45 am 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4739
Grutha, Wife of Nosnra
Huge giant, chaotic evil
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Armor Class 13 (natural armor)
Hit Points 105 (10d12 + 40)
Speed 40 ft.
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STR 21 (+5) DEX 8 (-1) CON 19 (+4) INT 5 (-3) WIS 9 (-1) CHA 6 (-2)
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Skills Perception +2
Senses passive Perception 12
Languages Giant
Treasure greatclub
Challenge 5 (1,800 XP)
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ACTIONS
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Multiattack. The giant makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.


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