Ocram

Ocram 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

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Ocram

Huge construct, chaotic evil

Ocram 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. Ocram regains spent legendary actions at the start of its turn. Detect. Ocram makes a Wisdom ( Perception ) check. Move. Ocram moves up to half its speed. Bite (Costs 2 Actions). Ocram makes one bite attack.

Armor Class 18 (natural armor)

Hit Points 345 (30d12 + 150)

Speed 50 ft.

STR
25 (+7)
DEX
18 (+4)
CON
21 (+5)
INT
12 (+1)
WIS
19 (+4)
CHA
23 (+6)

Saving Throws Str +13, Dex +10, Wis +10, Cha +12 Proficiency Bonus +6

Skills

Damage Vulnerabilities

Damage Resistances

Damage Immunities poison, psychic, necrotic

Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone , restrained

Senses passive Perception 10

Languages Deep Speech

Challenge 20 (25.000 XP)

No special abilities.

Actions

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft.
Charge. Melee Weapon Attack: +13 to hit, reach 10 ft.
Death Laser. Ranged Weapon Attack: +10 to hit, range 120 ft.
Demonic Scythe. Ranged Spell Attack: +10 to hit, range 60 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 - Ocram (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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