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Moanh CR: 30

Medium to Gargantuan celestial, beast, humanoid, chaotic neutral
Armor Class: 25 3+10+12 (ST. L or Hide)+3
Hit Points: 585 (30d20+270)
Speed: 60 ft , fly: 30 ft , burrow: 60 ft , swim: 60 ft , climb: 60 ft

STR

18 +4

DEX

30 +10

CON

28 +9

INT

16 +3

WIS

24 +7

CHA

12 +1

Saving Throws: Dexterity, Constitution
Skills:

Perception +16

Nature +12

Stealth +28

Survival +25

Damage Resistances: Bludgeoning, Piercing, and Slashing from magical attacks, Psychic
Damage Immunities: Bludgeoning, Piercing, and Slashing from nonmagical attacks, Poison, Cold
Condition Immunities: Blinded, Deafened, Petrified, Stunned, Charmed, Poisoned, Frightened, Exhaustion, Surprised, Paralyzed
Senses:

Truesight (120ft)

Blindsight (120ft)

Passive Perception 26

Passive Insight 26

Languages: all
Challenge Rating: 30
Proficiency Bonus: +9

At will:

Hunter's Mark, Zephyr Strike, Speak With Animals

Pass Without Trace, Spike Growth, Silence,

Asharladon's Stride, Speak With Plants, Lightning Arrow

1/day:

Plant Growth,

2/day:

Summon Beast

3/day:

Freedom of Movement, Grasping Vine, Guardian of Nature

Steel Wind Strike, Conjure Volley, 5th lvl Cure Wounds


Discipline. Moanh is able to concentrate on up to 2 spells, as long as no more than 1 spell has a duration of 1 hour or longer.

Action Surge. Moanh has 2 uses of Action Surge before needing to finish a short or long rest.

Sneak Attack. Once per turn, Moanh can deal an extra 5d6 damage to one creature they hit with an attack if they have advantage on the attack roll. The attack must use a finesse or a ranged weapon. Moanh doesn't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and Moanh don't have disadvantage on the attack roll.

Legendary Resistance (5/day). When Moanh fails a saving throw, they can choose to succeed instead.

Second Coming. If Moanh would be reduced to 0 hit points, their current hit point total instead resets to 500 hit points, they recharge any expended uses of Action surge, and they regain any expended uses of Legendary Resistance. Additionally, Moanh can now use the options in the "Mythic Actions" section for 1 hour.

Actions

Multiattack. Moanh can make 2 attacks as part of one action. Both attacks must be made using Mercy & Forgiveness (scimitar forms), or Pardon (Longbow Form).
Mercy. +21 to hit, 1d6+12 slashing & 2d6+12 radiant damage.
Forgiveness. +21 to hit, 1d6+12 slashing & 2d6+12 necrotic damage.
pardon. +21 to hit, 150/600, 1d8+12 piercing & 2d6+12 psychic damage.

Spellcasting. Moanh is a 30th-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 24, +16 to hit with spell attacks).

Multiattack (Primal Form). Moanh can make 3 attacks as part of one action. One Bite and two claw attack.
bite. +19 to hit, 2d10+10 piercing & 2d8 thunder damage.
claw. +19 to hit, 2d8+10 slashing & 1d10 force damage.

Bonus Actions

Cunning Action - Hide. Moanh can use a bonus action to try and slink into the shadowy brush and try to hide from their prey.

Reactions

Pocket Sand! If someone attacks Moanh in melee range, they can attempt to throw sand in their attacker's eyes. The enemy must succeed a DC18 Dexterity saving throw. If they fail, they are blinded until the beginning of their next turn, no effects occur on a success.

Opportunity Attack. Moanh can make an attack with Mercy or Forgiveness if an enemy moves past or out of their vicinity.

Legendary Actions

Moanh can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Moanh regains spent legendary actions at the start of its turn.

Attack. Moanh makes one ranged or melee attack with his weapon.

Snare Trap. Moanh can throw a snare trap at a space within 30ft. The trap activates at the next initiative count of 20, beating ties. This trap then detonates and turns the ground within 10ft into difficult terrain. Everyone within the area of the trap must make a DC15 acrobatics check, becoming restrained on a failure. Players can remake the check at the beginning of their turns.

Pack Leader (2 Actions). Moanh roars out, calling for their pets to leap from the shadows and join the fray. Taking one attack now, and acting normally upon their initiative count.

MYthic actions

Primal Hunter (2 Actions). Moanh roars and alters their body, looking like an amalgam of various beasts. They gain a +1 to their AC, lose the ability to use Mercy, Forgiveness and Pardon, instead gaining a claw and bite attack.

Nature's Call (Primal Form). Moanh lets out a shrill whistle, calling upon the wild, both fauna and flora. Animals of varying sizes stampede from the woods in a 100ft radius from Moanh, and plants lash out at any creature nearby. Everybody within 100ft of Moanh must make a DC19 Dexterity Save, taking 2d10 Piercing, 2d10 Slashing, and 4d10 Bludgeoning damage on a failure, or half as much as a success.

Hunting Party (3 Actions). Moanh lets out a howl and creates a duplicate of himself with half of their current HP, they roll an individual initiative count and take their own turn. This duplicate can not use Legendary Actions, but the real Moanh can use their Legendary and Mythic Actions channelled through the duplicate.

Lair Actions

On initiative count 20 (losing initiative ties), Moanh takes a lair action to cause one of the following effects.

Beast's Prey. Roll a d6, each number resulting in a different beast blitzing across the battlefield and making an attack before sprinting off into the brush. (1. Dire Wolf, 2. Girallon, 3. Owlbear, 4. Minotaur, 5. Brown Bear, 6. Swarm of Poisonous Snakes).

fruit of the gods (recharge on 8-10 on d10). Moanh can pull a fruit from their knapsack and ingest it, healing him for 3d20 + 30HP and granting them a; +10ft movement speed, regening 20HP at the beginning of their next round, +1 to AC, and 1 extra attack per multi-attack. These effects lasts for 1d6 rounds.

A specially thick, dense patch of forest, packed with dense foliage and teeming with wildlife, from shrews to wildebeest, saplings, to 20ft wide great trees, hedges and brush thick as mud.

Regional Effects

Usual Tactics

Moanh will begin their combat encounters with guerrilla hit-&-run tactics; constantly taking quick shots from the shadows, moving and hiding again. After making a dent in their target's defences, or having little luck in these tactics, Moanh will move in for repeated swift strikes and shots with their weapon.

A lithe humanoid of ashen skin, pointed ears, and long matted raven hair. Their nails on both their hands and feet are elongated and sharpened into claws. They wear hides and furs and leathers of varying creatures and possessing a dual pair of scimitars that can be made into a longbow named Mercy & Forgiveness. Very few know what Moanh looks like, since they are often depicted wearing a mask made of animal bones or a skull. They stand at around 7ft tall.

Suggested Environments


Created by

Aussie_Ranga0316.

Statblock Type

Monster

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