Whistle's Misc Wonders

by Whistlehunter

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Bull Rancor



Bull Rancor

Gargantuan beast, unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 390 (20d20+180)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
28(+9) 11(+0) 28(+9) 8(-1) 12(+1) 8(-1)

  • Saving Throws Str +17, Dex +8, Con +17, Wis +9
  • Skills Athletics +17, Intimidation +8, Perception +9
  • Damage Immunities Energy, Ion, and Kinetic from unenhanced weapons
  • Senses darkvision 120 ft., passive Perception 19
  • Languages -
  • Challenge 28 (120,000 XP)

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

Siege Monster. The Bull Rancor deals double damage to objects and structures.

Trampling Charge. If the Bull Rancor moves at least 20 feet straight toward a creature and then hits it with a tusk attack on the same turn, that target must succeed on a DC 25 Strength saving throw or be knocked prone. If the target is prone, the Bull Rancor can make one bite attack against it as a bonus action.

Actions

Multiattack. The Bull Rancor can use its Frightful Roar. It then makes four attacks: one with its tusks, two with its claws, and one with its bite. It can use its swallow instead of its bite.

Tusks. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 35 (4d12+9) kinetic damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 27 (4d8+9) kinetic damage.

Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 48 (6d12+9) kinetic damage. If the target is a creature, it is grappled (escape DC 25). Until this grapple ends, the target is restrained, and the Bull Rancor can't bite another target.

Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 27 (4d8+9) kinetic damage.

Throw Boulder. Ranged Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 48 (6d12+9) kinetic damage.

Frightful Roar. Each creature of the Bull Rancor's choice within 90 feet of it must succeed a DC 25 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Rancor is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the rancor's Frightful Roar for the next 24 hours.

Swallow. The Bull Rancor makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Bull Rancor, and it takes 35 (10d6) acid damage at the start of each of the Rancor's turns. If the Bull Rancor takes 35 damage or more on a single turn from a creature inside it, the Rancor must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Bull Rancor. If the Bull Rancor dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

Legendary Actions

The Bull Rancor 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 Bull Rancor regains spent legendary actions at the start of their turn.

Tail. The Bull Rancor makes one tail attack.

Throw (Costs 2 actions). The Bull Rancor uses its throw boulder

Chomp (Costs 2 actions). The Bull Rancor makes one bite attack or uses its swallow.

Ysalamir


Ysalamir

Tiny beast, unaligned


  • Armor Class 10
  • Hit Points 2 (1d4)
  • Speed 15 ft., climb 30 ft.

STR DEX CON INT WIS CHA
2(-4) 11(+0) 10(+0) 1(-5) 8(-1) 3(-4)

  • Senses darkvision 30ft., passive Perception 9
  • Languages -
  • Challenge 0 (10 XP)

Force Nullify. The Ysalamir create a 10ft radius bubble that neutralizes the presence of the force. The bubble doubles in radius for each Ysalamir standing inside it.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 kinetic damage.


Ysalamiri Swarm

Large swarm of tiny beasts, unaligned


  • Armor Class 10
  • Hit Points 33 (6d10)
  • Speed 15 ft., climb 30ft.

STR DEX CON INT WIS CHA
8(-1) 11(+0) 10(+0) 1(-5) 8(-1) 3(-4)

  • Condition Immunities Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses darkvision 30 ft., passive Perception 9
  • Languages -
  • Challenge 1/2 (100 XP)

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a tiny ysalamiri. The swarm can't regain hit points or gain temporary hit points.

Force Nullify. The swarm creates a 150 foot radius bubble that neutralizes the presence of the force, or a 75 foot radius bubble if the swarm has half its hit points or fewer.

Actions

Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one target in the swarm's space. Hit: 15 (6d4) kinetic damage, or 7 (3d4) kinetic damage if the swarm has half of its hit points or fewer.


Forest of Ysalamir

Gargantuan swarm of tiny beasts, unaligned


  • Armor Class 10
  • Hit Points 63 (6d20)
  • Speed 15 ft., climb 30 ft.

STR DEX CON INT WIS CHA
12(+1) 11(0) 10(0) 1(-5) 8(-1) 3(-4)

  • Condition Immunities Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses darkvision 30 ft., passive Perception 9
  • Languages -
  • Challenge 1 (200 XP)

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a tiny ysalamiri. The swarm can't regain hit points or gain temporary hit points.

Force Nullify. The swarm creates a 1,500 foot radius bubble that neutralizes the presence of the force, or a 750 foot radius bubble if the swarm has half its hit points or fewer.

Actions

Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one target in the swarm's space. Hit: 21 (6d6) kinetic damage, or 10 (3d6) kinetic damage if the swarm has half of its hit points or fewer.



Imperial Troop Transport

Gargantuan vehicle (28 ft. by 14 ft.)


  • Creature Capacity 2 crew, 15 passengers
  • Cargo Capacity 55 tons
  • Travel Pace 95 miles per hour (2,280 miles per day)

STR DEX CON INT WIS CHA
22 (+6) 13 (+1) 20 (+5) 0 0 0

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Actions

On its turn, the troop transport can take 3 actions, choosing from the options below. It can't take these actions if it has no crew.

  • Fire Forward Blasters. The troop transport can fire its forward blasters.
  • Fire Blaster Turret (Costs 2 Actions). The troop transport can fire its blaster turret.
  • Move. The troop transport can use its helm to move with its repulsorlift.

Hull

  • Armor Class 18
  • Hit Points 250 (damage threshold 5)

Control: Helm

  • Armor Class 16
  • Hit Points 50

Move up to the troop transport's speed, with one 90-degree turn. The helm can be attacked only if the hull has taken 125 or more damage. If the helm is destroyed, the armadillo can't move.

Movement: Repulsorlift

  • Armor Class 15
  • Hit Points 50; -200 ft. speed per 25 damage taken
  • Speed (land) 500 ft.

Weapon: Forward Blasters (2)

  • Armor Class 16
  • Hit Points 40
  • Ranged Weapon Attack: +10 to hit, range 120/480 ft., one target. Hit: 22 (4d10) energy damage.

Weapon: Blaster Turret

  • Armor Class 16
  • Hit Points 50
  • Ranged Weapon Attack: +10 to hit, range 120/480 ft., one target. Hit: 26 (4d12) energy damage.
 

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