Holocron

Gorax

Huge humanoid · CR 6
sizeHugecr6
Gorax
A towering, reeking brute that hurls rocks, swings a 15-ft greatclub, and stomps Medium prey to the ground, pinning it prone.
Brute
How to run itOpen with Rock to knock a target prone at range, wade in for two greatclub swings, then Stomp to grapple and pin a smaller PC; fight in darkness.

Armor Class 17 · Hit Points 126 (11d12+55) · Speed 40 ft.

STR DEX CON INT WIS CHA
23 15 20 7 11 6

Keen Hearing (Trait). The gorax has advantage on Wisdom (Perception) checks that rely on hearing.

Stench (Trait). Any creature other than a gorax that starts its turn within 10 feet of the gorax must succeed on a DC 15 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of any gorax for 1 hour.

Sunlight Sensitivity (Trait). While in sunlight, the gorax has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Multiattack (Action). The gorax makes two greatclub attacks.

Stomp (Action). Melee Weapon Attack: +9 to hit, reach 5 ft., one Medium or smaller creature. Hit: 27 (6d6 + 5) kinetic damage and the target is grappled (escape DC 15). Until this grapple ends, the target is prone. The grapple ends early if the gorax moves.

Greatclub (Action). Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) kinetic damage.

Rock (Action). Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) kinetic damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.