16/08/23, 13:45 Sloth - Monsters - Homebrew - D&D Beyond https://www.dndbeyond.com/monsters/60437-sloth 1/2 DraconicMasterMind007 ADD TO COLLECTION REPORT Description Sloth is the eldest of the seven, and is a hulking figure of imposing size who has bursts of unbelievable speed, standing at 24ft this behemoth is the hardest worker of the seven, with a large muscle bound form with hands much too large for his size and a wide head with minute eyes of pure white. Lair and Lair Actions Sloth lives in the second lair of the Nine Hell's, Dis. After crushing Dispater beneath the weight of his chains he fell asleep in the iron tower making it his new domain. Lair Actions On initiative count 20 (losing initiative ties), Sloth takes a lair action to cause one of the following effects; Sloth can’t use the same effect two rounds in a row: Large manacled chains shoot from the ground. All creatures other then Sloth must make a DC 15 dexterity check, becoming grappled on a failed save. The tower temporarily becomes darker as if night. All creatures other then Sloth must make a DC 15 wisdom saving throw, being put to sleep on a failed save. Regional Effects The region containing Sloths’s lair is reflected by his sin, which creates the following effects: Within 10 miles of the lair, all creatures become slower and drowsy, water seems to run slower, and plant life stops blooming. Within 5 miles of the lair, all creatures suddenly feel the need to sleep constantly.For every three hours the party goes with out a rest, they gain one level of exhaustion. If Sloth dies, these effects fade over the course of 100 years. Sloth Huge Fiend, Neutral Armor Class 26 Natural Hit Points 777 (66d20 + 66) Speed 30 ft., burrow 50 ft. STR 30 (+10) DEX 26 (+8) CON 30 (+10) INT 4 (-3) WIS 10 (+0) CHA 10 (+0) Saving Throws STR +18, DEX +16 Damage Resistances Bludgeoning, Piercing, Slashing Condition Immunities Charmed, Frightened, Petrified Senses Passive Perception 10 Languages Common Very broken speech. Challenge 25 (75,000 XP) Proficiency Bonus +8 Siege Monster. Sloth deals double damage to objects and structures. Regeneration. Sloth heals 30 hitpoints at the start of each of his turns. Monster Hands. Sloth has hands fit for a creature larger then himself, giving him an ability to grapple creatures of his size or smaller. Actions Chain. Ranged weapon attack. Reach 20ft. +19 to hit. Hit targets in a line take 3d10 bludgeoning damage. If this attack only hits one target, that creature is grappled by the chains and pulled towards Sloth, who can make a punch as a bonus action. Punch. Melee weapon attack. Reach 10ft. +19 to hit. Hit target takes 4d8 bludgeoning damage and must make a DC 20 strength saving throw, or become grappled. Charge (Angered Enhancement). When sloth moves more then 10ft in a straight line, targets in a line equal to his speed must make a DC 20 dexterity saving throw, taking max punch damage on a failed save or half as much on a success. Reactions Angered Enhancement. When Sloth hits half his hit point hitpoint maximum, he is immediately hasted twice over. Sloth does not need to concentrate on this, and the time is until he is either knocked unconscious or rests. Speeding Mass (Requires Angered Enhancement). While hasted, sloth doesnt provoke attacks of opportunity, and gains the charge action. Legendary Actions Sloth has 2 legendary actions that he can use at the end of a creatures turn, and only one option at a time. Too Much Work. Sloth can move his speed and make an attack. Slow Down. Sloth casts slow DC 20 Sloth ☁️ Take your game to new heights! Get Bigby Presents: Glory of the Giants now DISMISS
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