Drug Nut

Medium humanoid
  • Armor Class 16
  • Hit Points 152 16d8+80
  • Speed 30 ft.
  • Initiative 1d20+4

STR 20 (+5) DEX 18 (+4) CON 20 (+5) INT 8 (-1) WIS 12 (+1) CHA 10 (+0)

  • Saving Throws +5 Con 1d20+5
  • Damage Resistances bludgeoning from nonmagical weapons
  • Senses Passive Perception 11
  • Languages One language (usually English)
  • Challenge 14 (11,500 XP)

Juicer

The drug nut has advantage on Strength, Dexterity, and Constitution saving throws. It also has advantage on attacks against targets it is grappling.

ACTIONS

Multiattack

The drug nut makes two improvised weapon attacks, three if all attacks are against a grappled target.

Improvised Weapon

Melee Weapon Attack: +10 to hit 1d20+10 , reach 5 ft., one target. Hit: 13 2d8+5 bludgeoning damage

One-Handed Choke

Melee Weapon Attack: +10 to hit 1d20+10 , reach 5 ft., one target. Hit: Target is grappled (escape DC 18).

Menacing Lift

  • (Recharge 5,6) 1d6
Melee Weapon Attack: +10 to hit 1d20+10  against a grappled target, reach 5 ft., one target. Hit: 21 4d8+5 .

Ultra Max Modifications

  • Armor Class 19
  • Hit Points 9/9/8/8

ACTIONS

Improvised Weapon

Melee Weapon Attack: +10 to hit 1d20+10 , reach 5 ft., one target. Hit: 13 2d8+5 bludgeoning damage

Menacing Lift

(Recharge 5,6) 1d6 Melee Weapon Attack: +10 to hit 1d20+10  against a grappled target, reach 5 ft., one target. Hit: 21 4d8+5 .
Children

Comments

Author's Notes

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