Fleshpound

by 1d6Adventurers

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Fleshpound

"Hyde, it’s coming this way. No, wait. Let’s see what it does when it gets over here, so we can give it a proper name.”

- Pietr the bloodless, to Hyde, the goblin


The fleshpound is the epitome of Horzine's experiments. A giant, brutish, hulking mass of muscle and metal, their steps shake th every ground they walk on and a bright light in the center of their chest gives signal of their presence even in the midst of a busy melee.

The fleshpound is equipped with bracers of whirling, spiked metal that it wields more viciously than any mace or morningstar, though the true power of the fleshpound is brought to bear with the enchanted crystal on its chest. While glowing green, the fleshpound will advance menacingly but slowly toward its enemies, still able to bring low even the strongest of heroes. When the crystal turns red, however, carnage ensues, as magic and chemistry grant the fleshpound a truly terrifying burst of speed, resilience, and power, charging headlong into combat, knocking its prey this way and that, concussing them and then continuing its onslaught.

However brief this burst of power is, a fleshpound will only relent briefly, before it begins another furious assault, and anything or anyone it perceives as an enemy, or food, should take advantage of their reprieve accordingly.


Fleshpound

Large undead, chaotic evil


  • Armor Class 17 (natural armour)
  • Hit Points 210 (20d10 + 100)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
23 (+6) 15 (+2) 21 (+5) 10 (+0) 11 (+0) 12 (+1)

  • Saving Throws Str +11, Dex +7, Con +10
  • Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands all languages it spoke in life but can't speak
  • Challenge 15 (13,000 XP)

Fleshpound Rage (Recharge 5-6). As a bonus action when the fleshpound can see an enemy within 60 feet of it, the fleshpound can enter a rage. The rage last until the end of its next turn, and grants it the following benefits.

  • It gains resistance to all damage except psychic damage.
  • It has advantage on Strength checks and saving throws.
  • Its speed is doubled.
  • It can make one Flesh Grind attack as a bonus action.
  • When it hits a Medium or smaller creature with an attack, the creature must succeed on a DC 19 Strength saving throw or be knocked back 10 feet.

ZED Time. If the fleshpound suffers a critical hit, the attacker can either make one attack as a bonus action, or move up to half its speed before the end of its turn.

Actions

Multiattack. The fleshpound makes three flesh pound attacks.

Flesh Pound. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 7 (2d6) piercing damage.

Flesh Grind. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 33 (6d8 + 6) slashing damage, and if the target is a Medium or smaller creature it must succeed on a DC 19 Constitution saving throw or be stunned until the end of its next turn.

Created by u/1d6Adventurers for /r/MonsteraDay

Artwork: © Tripwire Interactive

 

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