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The Strong One in Dungeons & Dragons 5e

Hitorik

The Strong One CR: 6

Large fiend, monstrosity, chaotic evil
Armor Class: 23
Hit Points: 237 (25d10 + 100) 25d10+100
Speed: 30 ft

STR

22 +6

DEX

16 +3

CON

18 +4

INT

6 -2

WIS

4 -3

CHA

1 -5

Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks.
Condition Immunities: Charmed, Frightened, Grappled
Senses: darkvision 120 ft., passive Perception 7
Languages: Understand Void Speech
Challenge Rating: 6
Proficiency Bonus: 3

Grappler: The The Strong One has advantage on attack rolls against any creature grappled by it.
قوي Crush: The Strong One tightens its grip on a creature it has grappled. The creature must make a DC 13 Dex save. For each size smaller than The Strong One the creature is, the DC increases by +7. On a fail, the creature takes 73 (15d8 + 6) 15d8+6 damage.
Dashing Attack:
The Strong One must be able to move up its full movement speed in a straight line towards the creature it is attacking in order to apply dashing attack. After moving its full speed towards a creature, The Strong One makes a لكمة Fist attack. On a hit, the attack deals maximum damage. The creature must then roll a DC 18 CON save. On a pass, nothing happens. On a fail, the creature is stunned until the end of its next turn. The Strong One is unable to move from its current position during its next turn.

Actions

Multiattack: The The Strong One makes four claw attacks.
Claw:
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) 3d8+6 necrotic damage.
لكمة Fist:
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 58 (8d12 + 6) 8d12+6 Necrotic damage.

Bonus Actions

Block: The Strong One uses its fist to block any incoming attacks. Until the start of its next turn, The Strong One's AC increases by 2.
Nimble Escape:
The Strong One can take the Disengage or Dash action.

Reactions

Reactive: The The Strong One can take one reaction on every turn in combat.
Weapon Break:
As a reaction to a creature within 5ft of The Strong One rolling a nat 1 on an attack roll, The Strong One can attempt to break their opponents weapon. On a fail, the attacker is instead dissarmed.


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