Skip to main content

Agonishin of the Throes




There is nothing typical about the typical bryne. These coastal terrors are lumbering humanoids with a skin tone close to that of a drowned corpse. Crystal-like deposits of bone and salt erupt from their elbows, knees and shoulders while the rest of their flesh is puckered here and there from barnacle scars and fell branding. Their most disturbing aspect, however, is their fleshless skulls. Some say a bryne’s head resembles a dead horse, others a dead wolf’s and there is an argument to be made for both. While the skull’s shape is general equine the fangs within are wicked and sharp like a dire wolf’s Deep set eyes as black and cold as a shark's ooze off-white ichors and within the fleshy inside of a bryne’s mouth resides a forked tongue capable of speech.


The first among bryne wears his age like a cloak of tattered rags. Folds of pock marked skin hang from his limbs, revealing greyed meat in places. At the same time, the crystal formations on his bones are chaotic, jagged, and strangely beautiful. While the fleshless skulls of his descendants resemble a mixture of horse and wolf, Agonishin’s head resembles an elephant’s cranium, save there is a single cataract-blinded eye on the middle aperture. Likewise the tusks are crystal formations that blend into the cracked bone. Carved into this faux ivy is a litany of sins and fell sigils so repulsive in their nature that even those that cannot read them find it hard to look the giant in the ‘face’. Agonishin carries a megalith extolling his many ‘virtues’, that is bound to him by lengths of adamantine chains. Otherwise he wears a suit of scale mail fashioned from sea serpent hide.


Primordial Evil. Agonishin recalls when the elves were young and the dwarves were still carving out their mountain kingdoms. With his great, single eye, the bryne watched from coastal depths and envied the bounty the land dwellers had. Back then, he had a different form. Something massive, eldritch, and difficult to quantify. It wasn’t long before he dragged himself from the waters and made war on the young races. Time and time again, the beast was beaten back with hunks of his flesh and crystal bones falling into the surf. It was from this foul refuse the first bryne rose. By the time Agonishin had a race of his own to command, all that remained of the terror was its eye socket, but it was enough to fashion a foul body around. Though diminished in power, Agonishin’s avarice and jealousy remains as strong as ever. Now, there are more land dwellers than ever to torment and he loves it.


Agonishin of the Throes

Large giant (Bryne), neutral evil

Armor Class 15 (scale mail)

Hit Points 168 (16d10 + 80)

Speed 30ft

Swim 50ft

Str 22 Dex 12 Con 20 Int 16 Wis 17 Cha 17

Saving Throws Str +11, Con +10

Skills History +13, Intimidation +8, Religion +8

Damage Immunities cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities blinded

Senses blindsight 60 ft. (blind beyond this radius), passive Perception 13

Languages Common, Dwarvish, Elvish, Giant

Challenge 14 (11,500 XP)

Amphibious.

The bryne can breathe air and water.

Grind Life.

Whenever Agonishin reduces a creature that is not a construct or undead to 0 hit points, the giant's Reanimate action automatically recharges.

Innate Spellcasting.

Agonishin 's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

At will: resistance, bless, sanctuary

3/day each: aid, animate dead, detect thoughts, locate animal and plants, locate object

1/day each:arcane eye, hallow

Unnamable Visage.

At the start of a non-bryne hostile creature's turn, if they can see Agonishin they must succeed on a DC 16 Charisma save or be overcome with disgust and look away from the giant. They can still attack Agonishin, but have disadvantage when doing so. This effect lasts until the end of the creature's turn.


If a creature fails this save by 5 or more, they are Poisoned until the end of their turn. If a creature fails this save by 10 or more, they fall Unconcious for one minute unless they are shaken awake or take damage.

Actions

Multiattack.

Agonishin makes three Chained Megalith attacks

Chained Megalith.

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.

Chained Megalith (Thrown).

Ranged Weapon Attack: +6 to hit, reach 60 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.

Unsettling Focus.

Ranged Spell Attack: +8 to hit, range 60 ft., one creature. Hit: 24 (6d6+4) necrotic damage. In addition, the creature has disadvantage until the end of its next turn to resist Agonishin's unnamable visage.

Reanimate (Recharge 5-6).

Agonishin restores an undead creature it can see within 30ft at 0 hit points to unlife with a number of hit points equal to that creature's hit dice.

Reactions

Parry.

Agonishin adds +4 to his AC against one melee attack that would hit it. To do so, Agonishin must see the attacker and be wielding a melee weapon. If this causes the attack to miss, then Agonishin may immediately make a chained megalith attack against the attack with disadvantage.

Legendary Actions

Agonishin 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. Agonishinregains spent legendary actions at the start of its turn.


Attack (1 point). Agonishin makes an attack.

Move (1 point). Agonishin makes a Move.

Tyrant's Touch (1 point). Agonishin touches a living bryne. That bryne immediately dies and Agonishin heals hit points equal to its hit dice. Tyrant's Touch has no effect on undead.

Cast Spell (2 points). Agonishin casts an available spell.

Grasp of the Drowned (2 points). A 20ft radius ring of undead, grasping hands erupts from a point Agonishin can see within 90ft. All targets within the area of effect must succeed on a DC 16 Dexterity save or be Restrained for the next minute. A creature restrained by the hands can use its action to make a Strength or Dexterity check DC 16. On success, it frees itself.


If a creature is reduced to 0 hit points while Restrained this way, it automatically dies and reanimates as a zombie under Agonishin's control in 1d4 rounds. These zombies have a 20ft swim speed.

Comments

Popular posts from this blog

Cuirassier Mimic

Hand-crafted by an aberrant soul, the first mimic of this breed was given to the creature's loyal bodyguard to provide both protection... and a second bodyguard as it were. The monstrosity performed exceptionally well, especially when heroes slew the fellow wearing it and the mimic kept the bottom fighting. Thus the cuirassier mimic was passed to the next right-hand-mook, and so on as its bearers passed. This lead to a legend of an immortal servant when in truth, it was just the armor all along. Eventually, its creator was killed, the mimic 'looted', and its spore spread across the realm. Cuirassier Mimic Mimic Medium Monstrosity (shapechanger), neutral Armor Class 18 (natural armor) Hit Points 75 (10d8 + 30) Speed 15 ft Str 19 Dex 10 Con 16 Int 5 Wis 13 Cha 8 Skills Stealth +4 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Percepti

Entry Mimic

This particular strain of mimics was carefully cultivated into being by a drow matron sick of uninvited guests - both of the adventurer and political rival variety. Resistant to pesky bypassing magic and capable of alerting a building's occupants (and other mimics) of interlopers, entry mimics became all the rage... well, until they started eating honored guests and the occasional house pet. The matron quickly lost favor and stepped through one door never to return... as it were. Entry Mimic Medium monstrosity (shapechanger), neutral Armor Class 14 (natural armor) Hit Points 58 (9d8 + 18) Speed 15 ft Str 20 Dex 13 Con 15 Int 5 Wis 14 Cha 8 Saving Throws Str+7 Skills Stealth +5 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Perception 12 Languages understands All but cannot speak Challenge 3 (700 XP) Shape

Soot Foot

Prior to Death claiming the Kingdom, the zombie dubbed Soot Foot was just another of the faceless masses. While he was a chimney sweep of notable skill, no one noted the ash-smeared lad. Surely, he could have made some money it a sideshow with his double-jointed talents but he preferred the quiet life. He perished in the middle of a job, his already pliant joints tearing into compound fractures as he scrambled to find the flesh of the living. The toxins soaked into his rotting skin give him a unique virality that leaves fiery undead in his weak and he never leaves the cinder of his chimney lairs far behind. -Records of the Charnel House Soot Foot Medium undead (zombie), chaotic evil Armor Class 8 Hit Points 45 (6d8 + 18) Speed 20ft Climb 20ft Str 16 Dex 6 Con 16 Int 3 Wis 8 Cha 5 Skills Stealth +2 Damage Resistances fire Condition Immunities exhaustion, poisoned