1. Creatures

Shroud Thunderbrute

Large Monstrosity, Neutral Evil
Armor Class: 17 (Natural Armor)
Hit Points: 104 (9d12+36)
Speed: 30 ft.
STRENGTHDEXTERITYCONSTITUTIONINTELLIGENCEWISDOMCHARISMA
161018111310

(+3)

(0)

(+4)

(0)

(+1)

(0)


Saves: Strength +6, Constitution +7
Skills: Athletics +6, Survival +4
Damage Immunities: Poison
Damage Resistances: Bludgeoning, Piercing, & Slashing while in Dim Light or Darkness, or while Raging
Condition Immunities: Poisoned, Diseased, Charmed
Senses: Darkvision 60 ft., Passive Perception 11
Languages: Understands but cannot Speak, language appropriate to their life before corruption
Challenge: 5 (450 XP)
Proficiency Bonus: +3

Rising Anger. The Shroudborn is engrossed in anger. When another creature attacks the Shroudborn, it gains a +2 bonus to attack rolls against a creature for every creature that has attacked it in the round. If no creature has attacked it, it becomes confused and instead has disadvantage on attack rolls.

Actions:
Multiattack. The Shroudborn makes two Poleaxe attacks per turn.

Poleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 3) slashing damage.

Storm Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 3) slashing damage plus 4 (1d6) lightning damage.

On a hit, a line of force billows out from the strike. The target, and all creatures in a 20 foot line must succeed on a DC 15 Constitution Saving Throw or take 1d6 lightning damage and have disadvantage on attack rolls until the start of the Thunderbrute's next turn.

Bonus Actions:

Maelstrom Aura. The Shroudborn can surround themselves with aura of magical wind and lightning that extends 10 feet in all directions but not through total cover. The aura lasts until the start of the next turn or until the Shroudborn is incapacitated. While the aura is active, you have resistance to lightning and thunder damage. In addition, melee attack rolls against the Shroudborn have disadvantage, and whenever another creature starts its turn within the aura, they must make a DC 15 Strength saving throw. On a failed save, the creature’s speed is halved until the start of its next turn. On a subsequent turn, the Shroudborn can activate the ability again, forcing all targets within 10 feet to make a DC 15 Dexterity Saving Throw. On a failed save, the creature takes 1d6 lightning damage.

Rage. The Shroudborn exudes anger While in a Rage, the Shroudborn gains resistance to all Bludgeoning, Piercing, and Slashing damage, and gains a +2 bonus to all damage rolls.

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