Mouth of Grolantor

Mouth of Grolantor

Huge giant (hill giant)
Challenge

STR
5
DEX
0
CON
4
INT
−3
WIS
−2
CHA
−3

105
10d12+40
16
Soak
1
Fort
+5
Ref
+3
Will
−2
Defense note natural armor
Condition immunities confused, frightened

Speed 10 m.
Skills Perception +0 (11)
Senses low-light vision
Languages Jotun

Maneuvers. The mouth of grolantor uses maneuvers (maneuver save Difficulty 16). It has 12 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: fling, grapple, spring attack, tear flesh

2 stamina dice: tear tendon

Mouth of Madness. On each of its turns, the mouth of grolantor uses all its movement to move toward the nearest creature or whatever else it might perceive as food. Roll a d10 at the start of each of the mouth of grolantor’s turns to determine its actions for that turn:

1–3. The mouth of grolantor makes three attacks with its fists against one random target within its reach. If no other creatures are within its reach, the mouth of grolantor flies into a rage and gains advantage on attacks until the end of its next turn.

4–5. The mouth of grolantor makes one attack with its fist against every creature within its reach. If no other creatures are within its reach, the mouth of grolantor makes one fist attack against itself.

6–7. The mouth of grolantor makes one attack with its bite against one random target within its reach. If no other creatures are within its reach, its eyes glaze over and it becomes stunned until the start of its next turn.

8–10. The mouth of grolantor makes three attacks made against one random target within its reach: one attack with its bite and two with its fists. If no other creatures are within its reach, the mouth of grolantor flies into a rage and gains advantage on attacks until the end of its next turn.

Actions (2)

Bite (1/turn). Melee Weapon Attack: +7 to hit. Hit: 15 (3d6 + 5) piercing damage and the giant magically regains health equal to the damage dealt.

Fist. Melee Weapon Attack: +7 to hit, reach 2 m. Hit: 14 (2d8 + 5) bludgeoning damage.

Grassland, Hillvgtm

Maneuvers

As an action you can attempt to grab and throw a creature that is your size or smaller with a natural weapon such as a tentacle. The creature must make a Reflex saving throw.

On a failure, you throw it 2 meters away from you where it falls prone and takes bludgeoning damage equal to the stamina die.

On a critical failure, you throw it twice as far and it takes twice as much damage.

Enhance

You can increase the damage, target a creature of a larger size, and throw the creature an additional 2 meters for each additional stamina die expended.

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.

1 minute/stamina die

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to tear the creature’s tendon.

On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels. This has no effect on any creature that cannot bleed or lose a vital liquid substance.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.