Great Gohma

The gohma 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 anot

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Great Gohma

Huge monstrosity, chaotic evil

The gohma 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. The gohma regains spent legendary actions at the start of its turn. Detect. The gohma makes a Wisdom ( Perception ) check. Shift. The gohma moves up to half its speed. Attack (Costs 2 Actions). The gohma makes one claw attack, casts acid splash , or casts fire bolt . Leap (Costs 2 Actions).

Armor Class 21 (natural armor)

Hit Points 210 (20d12 + 80)

Speed 30 ft.

STR
25 (+7)
DEX
16 (+3)
CON
18 (+4)
INT
5 (-3)
WIS
13 (+1)
CHA
20 (+5)

Saving Throws Con +10, Int +3, Wis +7

Skills Acrobatics +9 Proficiency Bonus +6

Damage Vulnerabilities

Damage Resistances bludgeoning, piercing, and slashing from magical attacks

Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

Senses passive Perception 10

Languages

Challenge 20 (25.000 XP)

No special abilities.

Actions

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft.

Reactions

None.


⚠️ D&D Wiki Homebrew

This content was imported from D&D Wiki. It has not been vetted for game balance. Use with DM discretion.

Source: D&D Wiki - Great Gohma (5e Creature)

This content is available under the GNU Free Documentation License 1.3. Original authors credited on the source wiki page.

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