F

Finnyous

Level 23 Solo Gargantuan AC 22
620
3
Save DC 24.
Truesight, Speed of 120'.
Immunities.

Cold, Necrotic, Acid, Poison, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned and it's shape cannot be changed through any means.

Legendary Resistances 4/day.
Double damage from Holy Radiant damage.

Whenever he is dealt radiant damage for the 1st time on a heroes turn, a butt rock groupie appears. Any groupie within 10' of GIGA ROCK at the end of the round is absorbed by him, healing him for 10hp

After each hero’s turn choose 1
  • Necrotic Scream.

    (1d20+19) A 10' wide beam of necrosis shoots out of Kid Rocks mouth doing 1d20+20 necrotic damage. CON 24 or deafened

  • Inward Singing.

    Giga Rock starts inwards singing. Each creature within 60 feet must succeed on a DC 24 Strength saving throw or be pulled to within 15 feet of Giga Rock and take 1d10+10 necrotic damage. On a successful save, the creature isn't pulled and takes no damage.

  • Swipe.

    (1d20+19) GIGA Rock swipes at his enemies at any creature within 45' doing 1d10+10 Bludgeoning damage and knocking them back 30' and prone.

    (During last stand 1d20+20 and twice per turn and move 60' during turn)

  • Dethchord.

    (CON 24) GIGA rock slams a chord on his guitar and any creature within LOS takes 3d20+25 Thunder damage and is deafened. Upon success they take half damage and are not deafened.

    Three jagged fissures of necrotic energy erupt from the guitar, each up to 40' long and 10' wide which remain until the end of the fight. Any creature who moves through one must make a DC 22 STR save or they are restrained by undead arms

BLOODIED:

At 310, GIGA Rock summons forth the dead. Enough butt rock groupie minions appear so that there are 4 for every PC and they attack the party at the start of the round

LAST STAND:

GIGA Rock is dying. 200 more damage until he dies. Until then he transforms to phase 2

Phase II: Retains Swipe, Necrotic scream and minions and moves 60' every turn

remixed from Leviathan
Specter
Lvl 1 tiny
1208
Terrifying.

If an enemy starts their turn within 5 feet of other wisps the enemy must succeed on a WIL saving throw or be frightened until the start of their next turn. The DC for this saving throw equals 10 plus the number of Wisps within 5 feet of the enemy. On a successful save, the enemy is immune to the Terrifying trait of all shades for the next 24 hours.

Move 12 then attack or turn invisible
  • Shine.

    1d8 melee per Wisp 2d8, 3d8, 4d8

Level 7 Solo Huge Dragon
M200
All
Shadow Breath (1/encounter).

Fly up to 8 spaces into the air. At the start of your next turn, unleash a wave of shadow (Reach 12 AoE) dealing 3d10+10 damage, then land in any empty space within Reach.

Crush.

(Prone creature, Reach 2) 3d10+10, 1 Wound.

Tooth & Claw.

(Reach 2) Move 6, attack 2 creatures for 1d10+10 each, after every hit you may move 2.

Mighty Tail.

Knockback. (Cone 3) 1d10+10 damage (min 6), knockback 3 and prone.

Living Darkness.

The dragon can move through occupied spaces.

BLOODIED:

At 100 HP The Nine Tails is bloodied, Shadow breath recharges.

LAST STAND:

At 70 HP The Nine Tails is dying. He creates an 8x8 aura of magical darkness around him at all times. Enemies in the area have disadvantage. After resolving one of its attacks, the Nine Tails may immediately move up to 3 spaces.

Level 23 Solo Gargantuan AC 22
600
3
Save DC 24.
Truesight, Speed of 120'.
Immunities.

Cold, Lightning, Acid, Poison, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned and no speed restrictions of any kind and it's shape cannot be changed through any means.

After each hero’s turn, choose 1 body part stays above water until next turn.
  • Lightning Beam (eye).

    (1d20+19) A 10' wide beam of lightning shoots out of Leviathan eye doing 1d20+20 lightning damage.

  • Tentacles (body).

    (1d20+19) Leviathan makes 2 grapple attacks with it's tentacles doing 1d10+10 (acid) and the creature is restrained.

  • Fling (body).

    (DEX 24) Leviathan Flings any creature(s) it chooses up to 60' doing 1d20+19 bludgeoning damage. (Success is half damage)

  • Swallow (head+body).

    (DEX 24) Leviathan attempts to eats 1 creature doing 3d20+25 acid damage and storing it into it's mouth. Upon success the creature takes half damage and isn't swallowed.

    If it is grappled already, it get's no save. The creature takes 1d20+19 acid every turn while inside the Leviathan. You escape if you do 50 damage in one turn to the inside of it.

  • Slam (body or tail).

    (DEX 24) Leviathan slams it's body into enemies in a 35' cone eliminating that much land and doing 3d20+25 Bludgoning damage and knocking them prone) (half on save and not prone)

  • Tidal Wave (1 use) .

    (STR 24) Leviathan creates massive tidal wave 250'x250' doing 3d20+25 damage and knocking enemies back 30' and knocking them prone. No movement on save.

  • Kraken Minion (special if a creature grabs onto the leviathan while it submerges).

    1d20+15 3 Kraken tentacles swipe at a target doing 1d20 damage each. The tentacles have 20hp.

BLOODIED:

When 2 of the body parts hit 0 hp the Leviathan uses frost wave.

DC 20 WIL save 2d20 cold damage that can't be negated in any way.

On a 20+ they suffer their choice of the following conditions during their next turn: 1 turn being Frozen Stun, 1 point of Exhaustion, or go down to 0 hp. 10-19: they must choose 2. <10: Suffer all 3.

LAST STAND:

The Leviathan is dying, once 3 body parts are down to 0 HP the whole body is exposed and it can pick 2 attacks per turn and regains 1 use of Tidal Wave. Any damage done to it goes to the remaining body part.

Upon hitting 0 HP it uses Slam one final time and rams into the ice, knocking itself unconscious.

Lvl 11 large
83133
Talon.

(3d8+3) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 15) from one of two talons, and it has the Restrained condition until the grapple ends.

Dream eater.

Charisma Saving Throw: DC 15, a creature the dream eater is grappling, or a creature within 5 feet of it that has the Incapacitated condition (Incapacitated creatures fail automatically) and the creature’s Charisma score decreases by 1d6. A creature reduced to 0 Charisma by this effect doesn’t recover lost Charisma when it finishes a Long Rest, and it has the Incapacitated condition until its mind is restored with a Greater Restoration, Heal, or Wish spell. Success: Half damage only.

Hypnotic Wings.

The dream eater’s wings shine with dazzling rainbow colors until the start of its next turn, emitting Bright Light in a 30- foot Emanation originating from the dream eater. Wisdom Saving Throw: DC 15, each creature in the dream eater’s Bright Light. Failure: Until the start of the dream eater’s next turn, the target has the Incapacitated condition, and its Speed is 0.

Lvl 5 turtlefolk
658
Choose one.
  • FIshing spear.
Lvl 14 aberration
M88147
Pick 1
  • Chaos Claw..

    Until the start of the slaad’s next turn, the target has a condition determined by rolling 1d4: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4, Dazed

  • Cloudkill..

    You create a 2 square radius Sphere of yellow-green fog centered on a point within range. STR save 12 or take damage, half on success. The fog lasts for the duration or until strong wind disperses it, ending the spell. Its area is Heavily Obscured.

Level 6 Solo Large Beholder
M175
INT++ WIL+
Dazing Gaze.

Any creature looking at the Gauth eye at the start of their turn must make a DC 13 INT Save or they are dazed until the start of their next turn.

If they don't look into it's eye, their attacks are made at disadvantage.

Fly 6 and choose 1:
  • Enervation Ray.

    2d8+4 Necrotic

  • Fire Ray .

    4d8+4 Fire

  • Devour Magic Ray.

    The targeted creature must succeed on a DC 13 DEX saving throw or have one of its magic items lose all magical properties until the start of the gauth’s next turn.

    Determine the affected item randomly, ignoring single-use items such as potions and scrolls.

  • Frost Ray.

    The targeted creature must succeed on a DC 13 STR saving throw or be frozen 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.

  • Push/Pull Ray.

    The targeted creature must succeed on a DC 13 STR saving throw or be pushed or pulled up to 15 feet directly away from the gauth and be knocked prone.

  • Blind Ray.

    The targeted creature must succeed on a DC 13 WIL saving throw or have the blind condition.

BLOODIED:

At 80HP gain Illusory Shift. Reaction, when attacked (1 use): Swap places with a creature within 6 Squares and they take the damage from the attack.

LAST STAND:

Gauth is dying! 60 More damage or he dies. Until then he Gains a new ray he can use once a round. Disintegration Ray. Dex saving throw 13 or 8d8+4 Force damage half on save.