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

Netting Mimic

This particular mimic species has a rather unique origin. As polyps the first batch was caught in a giant spider's web soon after being spawned. Rather than being devoured by the arachnid, they turned into sticky strands amid the webwork. Not long after that, a group of adventurers slew said spider and moved on. The mimics had something to subsist on and kept their disguise to keep more bugs. When the spider's eggs hatched, instead of eating the young, the mimics were amused by the creatures and they protected them until they were large enough until to ride off to better climes. Eventually, these mimics took the shape of netting of all sorts: ship rigging, cargo nets, and so on as they were less conspicuous than spider webs. They still remain friends with things eight-legged. Netting Mimic Medium Monstrosity (shapechanger), neutral Armor Class 13 (natural armor) 52 (8d8 + 16) Speed 15 ft Climb ...

Gears

Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time. Gears Medium construct (dwarf), chaotic good Armor Class 12 (natural armor) ...

Piecemeal

Eveyrone should be free to live as they want and die as terribly as they can. This is the creed that the strange collection of bodyparts known as Piecemeal holds. Originally, it was a trio of kobolds who attempted a 'ritual' of their own design meant to grant immortality. Instead, it tore the three creatures into pieces that forgot how to die. The mass went quite mad and seeks to free other body parts from the 'bondage' of well, being part of a body. Travelling as three kobolds in a trenchcoat, Piecemeal wages a brutal war against 'slave owners' (IE anything with a body) and adds new parts to its collectiona as needed to keep the revolution going. Over time little of the kobolds remain, but it still rambles about in a trenchcoat spouting its made philosophy. Piecemeal Medium swarm of tiny undead creatures, chaotic neutral Armor Class 11 136 (16d8 + 64) Speed 30 ft Climb 20 ft ...