Friday, 10 May 2019

Mokmurian

Mokmurian my big bad guy the party will fight soon


Mokmurian Stone Giant Wizard (11th level)
Large giant, neutral
Armor Class 17 (natural armor)
Hit Points 170 (lld12 +55+44)
Speed 40ft.
STR
23 (+6)
DEX
15 (+2)
CON
20 (+5)
INT
18 (+4)
CHA
15 (+2)
Saving Throws Dex +5, Con +8, Wis +4
Skills Athletics +12, Perception +4
WIS
12 (+1)
Senses darkvision 60ft., passive Perception 14
Languages Giant
Challenge 14 (2,900 XP)

Stone Camouflage. The giant has advantage on Dexterity
(Stealth) checks made to hide in rocky terrain.

Innate Spellcasting. Mokmurian innate spellcasting ability is
Constitution (spell save DC 16). He can innately cast the
following spell, requiring no material components:
1/day:
pass without trace
earth tremor (cast at level 2)
erupting earth

Spellcasting. Mokmurian is an 11th-level spellcaster. His spellcasting
ability is Intelligence (spell save DC 15, +8 to hit with spell
attacks). He knows the following wizard spells:
Cantrips (at will): acid splash, blade ward, friends, light,
message, mold earth
1st level (4 slots): chromatic orb, mage armor, magic missile
2nd level (3 slots): Maximilian's earthen grasp,
shatter, suggestion
3rd level (3 slots): counterspell, erupting earth
4th level (3 slots): polymorph, stoneskin
5th level (2 slots): wall of stone
6th level (1 slot): move earth

Earthen Defeat. When Mokmurian drops to 0 hit points, his body
transforms into mud and collapses into a pool. Anything he is
wearing or carrying is left behind.

Earth Passage. Mokmurian can move in difficult terrain composed
of anything made from earth or stone as if it were normal
terrain. He can move through solid earth and rock as if it were
difficult terrain. If he ends his turn there, he is shunted into the
nearest space he last occupied.

Legendary Resistance (2/Day). If Mokmurian fails a saving throw, he
can choose to succeed instead.

ACTIONS
Multiattack. The giant makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +10 to hit, reach 10ft., one
target. Hit: 19 (3d8 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +10 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.
REACTIONS
Rock Catching. If a rock or similar object is hurled at the giant,
the giant can , with a successful DC 10 Dexterity saving throw,
catch the missile and take no bludgeoning damage from it.

Lair Actions
Mokmurian can take lair actions. On initiative count
20 (losing initiative ties), Mokmurian uses a lair action to
cast earthquake without using components. As long as
he maintains concentration on earthquake, initiative
count 20 is the start of Marlos’s turn for the purpose
of the spell. He can take no other lair actions while
concentrating on earthquake.
Mokmurian second option for a lair action is to draw
power from the earth node to heal. When he does so, he
regains 30 (6d8 + 3) hit points.

Legendary Actions
Mokmurian 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. Mokmurian                                              regains spent legendary actions at the start of its turn.
Detect. Mokmurian makes a Wisdom (Perception) check.                                                              Melee attack. Mokmurian can make a melee attack.
Swift Spell (Costs 2 Actions). Mokmurian centers a erupting earth spell
on himself or up to 120 feet away, cast for free and if centered on himself
cast for free.

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