Glockness

by kingstarman

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The Glockness Monster

Huge Monstrosity, Chaotic Evil


  • Armor Class 17 (natural armor)
  • Hit Points 200 (16d10 + 112)
  • Speed 40 ft., swim 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 22 (+6) 24 (+7) 12 (+1) 16 (+3) 15 (+2)

  • Saving Throws Str +7, Dex +10, Con +11
  • Skills Stealth +10, Intimidation +6
  • Damage Resistances non-magical bludgeoning, piercing, and slashing damage.
  • Senses darkvision 120 ft., passive Perception 13
  • Languages Blicky
  • Challenge 11

Amphibious. The Glockness Monster can breathe air and water.

Turn it Sideways. Being within 5 feet of a hostile creature doesn’t impose disadvantage on The Glockness Monster's ranged attack rolls.

Actions

Multiattack. The Glockness Monster makes two Bang Bang attacks

Bang Bang. Ranged Weapon Attack: +10 to hit, reach 30 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 7 (2d6) fire damage. This attack has advantage against snitches/rats.

Legendary Actions

The Glockness Monster can take 2 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 Glockness Monster regains spent legendary actions at the start of its turn.

Where da hoes at. The Glockness Monster makes a Wisdom (Perception) check.

Bang Bang (Costs 2 Actions). The Glockness Monster makes a Bang Bang attack.

Glockness Lair

On initiative count 20 (losing initiative ties), the Glockness Monster takes a lair action to cause one of the following effects; the Glockness Monster can’t use the same effect two rounds in a row:

  • The Glockness Monster creates a 20-foot-radius sphere of fog centered on a point anywhere in its lair. The cloud heavily obscures the area and spreads around corners. Wind or magic has no effect. Only the creature can disperse the fog (no action required).
  • Pools of water that the Glockness Monster can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 13 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
  • The water within the lair begins to thicken and turn into lean. All enemies within 120 feet of the creature must make a DC 23 Constitution saving throw. Failures take 10 (3d6) poison damage, while those who succeed take half as much.
  • the Glockness Monster summons an apperition of a random creatures father (using the commoner statblock). while the father remain the creature whos father it is rolls all saving throws and ability checks with disadvantage due to the disapointing gaze of their dad.
 

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