Armor Class 18 (natural armor)
Hit Points 310 (20d10 + 90)
Hit Points 310 (20d10 + 90)
Speed 40 ft., burrow 40 ft.
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Str Dex Con Int Wis Cha
22 (+6) 10 (+0) 21 (+4) 12 (+1) 14 (+2) 11 (+0)
22 (+6) 10 (+0) 21 (+4) 12 (+1) 14 (+2) 11 (+0)
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Damage Resistances bludgeoning, piercing, and slashing from
nonmagical weapons
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60ft., tremorsense 60ft., passive Perception 12 Languages Terran
Senses darkvision 60ft., tremorsense 60ft., passive Perception 12 Languages Terran
Challenge 13 (10,000 XP)
Earth Glide. The harbinger can burrow through nonmagical, unworked earth and stone. While doing so, the harbinger doesn't disturb the material it moves through.
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Siege Monstrosity. The harbinger deals triple damage to objects and structures.
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ACTIONS
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Multiattack. The harbinger makes two melee attacks.
Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 32 (4d12 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 33 (5d10 + 6) slashing damage.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Temblor (Recharge 5-6). The harbinger shakes the very foundations of the earth it stands upon. Each creature within a 30 foot radius of the harbinger must make a DC 14 Dexterity saving throw, taking 54 (12d8) bludgeoning damage on a failed save, or half as much damage on a successful one.
Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 32 (4d12 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 33 (5d10 + 6) slashing damage.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Temblor (Recharge 5-6). The harbinger shakes the very foundations of the earth it stands upon. Each creature within a 30 foot radius of the harbinger must make a DC 14 Dexterity saving throw, taking 54 (12d8) bludgeoning damage on a failed save, or half as much damage on a successful one.
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