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 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.
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)
Actions
Reactions
Legendary Actions
⚠️ 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.
Formatted by BubblyBards.