5e SRD >Gamemastering >Monsters & Foes >Monsters By Type >Monstrosities >

Tusk Lord

Gargantuan monstrosity, neutral

Armor Class 20
Hit Points 444 (24d20 + 192)
Speed 30 ft.

STR DEX CON INT WIS CHA
30 (+10) 13 (+1) 27 (+8) 17 (+3) 22 (+6) 16 (+3)

Saving Throws Strength +16, Constitution +14, Wisdom +12, Charisma +9
Skills Arcana +9, History +9, Nature +9, Perception +12, Religion +9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, cold, fire, lightning, poison, thunder
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 22
Languages understands all but speaks only Tusk Lord
Challenge 19 (22,000 XP)

Special Traits

  • Immortal. The tusk lord does not need to breathe, eat, or sleep. It will not die of old age but may still be killed.
  • Improved Sense of Smell. The tusk lord has advantage on Perception checks that rely on scent.
  • Innate Spellcasting. The tusk lord’s innate spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, 2/day each, with no need for material components or concentration: antimagic field, etherealness, globe of invulnerability
  • Sealed Mind. The tusk lord is immune to mind-altering magic such as charm, compulsion, fear, illusion, or sleep.
  • Wish Granting. At its discretion, the tusk lord may grant the wish of a creature (as the wish spell). The tusk lord will only do this if presented with a pleasing whale song. Magical reproductions of such a noise automatically qualify; otherwise a creature must succeed on a DC 20 Charisma (Performance) check to create a reasonable facsimile by mundane means. The tusk lord may only grant one wish per creature.

Actions

  • Multiattack. The tusk lord makes one Gore attack and two Stomp attacks.
  • Gore. Melee Weapon Attack: +16 to hit, reach 15 ft., one creature. Hit: 37 (6d8 + 10) piercing damage.
  • Stomp. Melee Weapon Attack: +16 to hit, reach 15 ft., one creature. Hit: 32 (4d10 + 10) bludgeoning damage, and the target must succeed on a DC 20 Strength saving throw or be knocked prone.
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City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene