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Ancient Krug

Large magical beast, unaligned
Armor Class 17
Hit Points 100hp (10d10+50) 10d10+50
Speed 30ft

STR
24 +7
DEX
10 0
CON
21 +5
INT
8 -1
WIS
14 +2
CHA
10 0

Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from non magical weapons
Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned
Senses Darkvision 120ft, Blindsight 60ft
Challenge 5-15


Gather No Moss

When an ancient krug drops to 0 hit points, it cracks and splits into 2 young krugs.  

Magic Resistance

The ancient krug has advantage on saving throws against spells and other magical effects.  

Magic Weapons

The ancient krug's attacks are magical.


Actions

Multiattack

The ancient krug makes two slam attacks.  

Slam

melee weapon attack, reach 5 ft
+10 to hit 1d20+10 , for 15 (3d8+6) 3d8+6 bludgeoning damage.  

Slow

(Recharge 5–6)
The ancient krug targets creatures it can see within 10 feet of it. Each target makes a DC 17 wisdom saving throw. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


 

 


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