The stone giant known as the Rumbling Sentry keeps watch over a valley pass and wards off bandits. Arumalok, as he is named, swore a powerful oath to his ancestors to guard their cavesfrom intruders, and has spent centuries sitting watch, mostly (and accidentally) disguised as a mossy boulder. Those who idly damage the valley, or who intrude on the caves where his people make their homes, or those who would do harm on other passers-by, incur his wrath. This most often comes in the form of a horse-sized boulder being hurled at their head at tremendous speed, although he is not shy about taking to hand-to-hand combat with these foes.
Arumalok is a Stone giant who has sworn the Oath of the Ancients, and glowing chains of magical energy seem to bind him without restricting his movement. He can use his powers to resist magic, and to bind those foes who attempt to intrude on upon his territory. However, he is content to observe those who cause no damage to the region, and enjoys hearing songs and chatter from those who make camp in the area. If noticed and welcomed, Arumalok may join in, singing in a deep throat-rumble or telling an epic of his people, who pass through the region only about once a decade. As a dweller in the Dreaming World (as stone giants call the realm with a sky), Arumalok is lonely even among his own people, and craves some kind of interaction from time to time. STATISTICS Arumalok's statistics are identical to a stone giant, with the following additions: Huge giant, lawful neutral Challenge 8 (3,900 XP) Aura of Warding. Arumalok and friendly creatures within 10 feet have resistance to damage from spells. Divine Health. Arumalok is immune to disease. He also suffers no drawbacks of old age, and can't be aged magically. ACTIONS Greatclub. Melee Weapon Attack: +9 to hit, reach 15ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage and 4 (1d8) radiant damage. Ensnaring Strike (Recharge 5-6). Melee Weapon Attack: +9 to hit, reach 15ft., one target. Hit: 19 (3d8 +6) bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or restrained by magical vines for 1 minute. Large or larger creatures have advantage on this saving throw. While restrained by this ability, the target takes 3 (1d6) piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a DC 17 Strength check. On a success, the target is freed and the effect ends. Hooks:
Comments are closed.
|
AuthorI'm Luke. He/him pronouns. Archives
May 2022
Categories
All
|