Cloverfield (5e Creature)

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Cloverfield[edit]

Gargantuan monstrosity, chaotic evil


Armor Class 21 (natural armor)
Hit Points 330 (20d20 + 120)
Speed 40 ft., swim 80 ft.


STR DEX CON INT WIS CHA
24 (+7) 24 (+7) 22 (+6) 8 (-1) 16 (+3) 14 (+2)

Saving Throws Str +13, Dex +13, Con +12, Wis +9
Skills Athletics +13, Intimidation +8, Perception +9, Stealth +13
Proficiency Bonus +6
Damage Resistances fire, lightning; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities blinded, deafened, frightened, paralyzed, petrified, poisoned, stunned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 19
Languages understands Draconic but can't speak
Challenge 17 (18,000 XP)


Amphibious. Cloverfield can breathe air and water.

Legendary Resistance (3/Day). If Cloverfield fails a saving throw, it can choose to succeed instead.

Keen Hearing and Sight. Cloverfield has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Siege Monster. Cloverfield deals double damage to objects and structures.

Regeneration. Cloverfield regains 20 hit points at the start of its turn if it has at least 1 hit point.

ACTIONS

Multiattack. Cloverfield can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage, and if the target is a creature, it must make a DC 20 Constitution saving throw. On a failed save, the creature takes 44 (8d10) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn't poisoned.

Claw. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage, and the target must succeed on a DC 21 Strength saving throw or be knocked prone and pushed up to 20 feet away from Cloverfield.

Frightful Presence. Each creature of Cloverfield's choice that is within 120 feet of Cloverfield and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Cloverfield's Frightful Presence for the next 24 hours.


LEGENDARY ACTIONS

Cloverfield can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Cloverfield regains spent legendary actions at the start of its turn.

Tail Attack. Cloverfield makes a tail attack.
Bite Attack (Costs 2 Actions). Cloverfield makes a bite attack.
Stomp (Costs 3 Actions). Cloverfield rears up onto its back legs and drives its front feet into the ground, creating a shockwave. Each creature within 60 feet of Cloverfield must make a DC 21 Strength saving throw. On a failed save, a creature takes 70 (20d6) force damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.

Cloverfield is a giant, four-legged monster with reptilian grey skin, a tri-fork finned tail and a cavernus mouth. Its front legs are longer than its back legs, and they end in large, clawed feet which can act as hands, that can be turned backwards so that the creature can walk on its fingers. The name "Cloverfield" was given to it by the people of a town of the same name, where it was first seen.

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