Huge monstrosity, chaotic evil

Armor Class 17 (natural armor)
Hit Points 290 (20d12+160)
Speed 60 ft., fly 80 ft.

35 (+12) 14 (+2) 26 (+8) 7 (-2) 15 (+2) 10 (+0)

Skills Athletics +20, Intimidation +16, Perception +10
Damage Resistances cold, fire, poison; bludgeoning, piercing, slashing
Damage Immunities force, thunder
Condition Immunities charmed, disease, frightened, poisoned, stunned
Senses darkvision 60 ft., passive Perception 20
Languages Common
Challenge 27 (105,000 XP)


  • Ageless. Rudis cannot suffer from frailty of old age, die from old age, or be aged magically.
  • Legendary Resistance (3/Day). If Rudis fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. Rudis has advantage on saving throws made against spells and other magical effects.
  • Magic Weapons. Rudis’ weapon attacks are magical.
  • Regeneration. Rudis regains 30 hit points at the start of its turn if it has at least 1 hit point. Rudis dies only if it starts its turn with 0 hit points and is in bright light (including the daylight spell).
  • Siege Monster. Rudis deals double damage to objects and structures.
  • Strongest. Rudis has advantage on Strength checks and saving throws. When Rudis makes a Strength check or Strength saving throw, it can treat a d20 roll of 9 or lower as a 10.


  • Multiattack. Rudis can use its Frightful Presence. It then attacks four times.
  • Slam. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 30 (4d8+12) bludgeoning damage plus 9 (2d8) force damage. If the target is a creature, it is grappled (escape DC 28). Until the grapple ends, the target is restrained. Instead of grappling, Rudis can choose to fling the target. The target makes a DC 28 Dexterity saving throw or it is thrown 30 feet away. If a thrown target strikes an object, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 28 Dexterity saving throw or take the same damage and be forced prone.
  • Boulder. Ranged Weapon Attack: +20 to hit, range 250/750 ft., one target. Hit: 33 (6d6+12) bludgeoning damage.
  • Frightful Presence. Each creature of Rudis’ choice that is within 120 feet of it and aware of it must succeed on a DC 28 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 Rudis’ Frightful Presence for the next 24 hours.


Rudis is the strongest of all. Where it came from or how it came to be are all memories lost to this muscle-bound creature as it pursues two goals-becoming mightier and finding anyone that dares claim to be stronger. Those that do are soon confronted by Rudis and forced to prove it, invariably left broken in its wake. Nothing but the utter defeat of a challenger can satisfy this creature, and when it is denied it leaves a trail of wreckage that can fell entire civilizations and empires.

Section 15: Copyright Notice

Legendary Adventures © 2020 Mike Myler, published under license by Legendary Games.

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