Ank'rathum

by John J. Hewitt (Dark_HeartX)

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Ank'rathum

Huge fiend (demon), neutral evil


  • Armor Class 18 (natural armor)
  • Hit Points 157 (15d12+60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 18 (+4) 12 (+1) 18 (+4) 10 (+0)

  • Proficiency +4
  • Saving Throws Strength +10, Constitution +8, Wisdom +8
  • Skills Athletics +10, Perception +8
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from non magical weapons
  • Damage Immunities Force, Poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses blindsight 30ft. (blind beyond this radius), passive Perception 18
  • Languages Abyssal, Primordial
  • Challenge CR 12 (8,400 XP)

Force Pulse (1/Day). Ank'rathum radiates a wave of gravitational energy in a 30 ft. sphere centered on itself. All other creatures and objects not being carried or worn and weighing less than 300 lbs. within 30 feet of it must make a DC 16 Constitution saving throw. On a failure, the creature or object is moved 30 ft. either directly towards or directly away from Ank'rathum. On a successful save, a creature is unmoved.

Gravity Aura. Creatures that end their turn with 20 ft. of Ank'rathum are subject to it's crushing gravitational aura. A creature that ends it's turn in the aura must succeed on a DC 16 Constitution saving throw or suffer 2d8 force damage and are knocked prone. If the saving throw is successful, the target takes half the force damage and isn't knocked prone.

Actions

Multiattack Ank'rathum can take one of the following actions and then makes two claw attacks. It can replace one of those attacks with a tail attack.

Primordial Locator. Ank'rathum focuses its blindsight into a 90 ft. cone. Creatures in that area must succeed on a DC 16 Wisdom save or be teleported to an unoccupied space within 5 ft. of it.

Macro Blast (Recharge 5-6). Ank'rathum exudes a blast of force in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 21 (6d6) force damage on a failed save, or half as much damage on a successful one.

Claw. Melee Weapon Attack: +10 to hit, Reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +10 to hit, Reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Full Design & Art credit to Reddituser Aguaperros

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