King Mong | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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The Ninth World, Homebrew, Borderlands 2, The Sky Fortress

King Mong CR: 10 (5,900 XP)

Huge monstrosity (beast, mythic), chaotic neutral
Armor Class: 17 (natural armor)
Hit Points: 442 ( 13d12+65 )
Speed: 40 ft , climb: 40 ft

STR

23 +6

DEX

15 +2

CON

21 +5

INT

7 -2

WIS

12 +1

CHA

9 -1

Saving Throws: DEX 1d20+6 , CON 1d20+9 , WIS 1d20+5
Skills: Athletics 1d20+10 , Perception 1d20+5
Languages: -
Challenge Rating: 10 (5,900 XP)

Alien Beast. Though King Mong is a monstrosity, spells that effect or work on Beasts works on King Mong.   Legendary Resistance (3/Day). If King Mong fails a saving throw, he can choose to succeed instead.   Reckless. At the start of his turn, King Mong can gain advantage on all melee weapon attack rolls he makes during that turn, but attack rolls against him have advantage until the start of his next turn.   Mythic. King Mong is an exemplar of his species and has maximum hit points.   Siege Monster. King Mong deals double damage to objects and structures.

Actions

Multiattack. King Mong makes four attacks, one of which can be a rock-throw attack. The first of those attacks that hit deals an extra 18 ( 4d8 ) damage if King Mong has taken damage since his last turn.   Fist. Melee Weapon Attack: 1d20+10 to hit, reach 15 ft., one target. Hit: 4d8+6 bludgeoning damage. On a critical hit, the target is stunned until the end of its next turn by the violence of the blow. A creature hit by two fists attacks is grappled and can be tossed.   Rock-Throw. Ranged Weapon Attack: 1d20+10 to hit, range 60/240 ft., one target. Hit: 4d10+6 bludgeoning damage. If the target is a creature, it must succeed on a STR saving throw or be knocked prone. On a critical hit, the target is stunned until the end of its next turn by the violence of the blow.  

BONUS ACTION
Toss! A grappled creature can be tossed 1d6*10 feet, taking 1d6 bludgeoning damage per 10 feet travelled.

Reactions

Eat Dirt! As a reaction to being hit by a ranged attack (including a spell), King Mong can use Rock-Throw against the triggering attacker.

Legendary Actions

King Mong 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. He regains spent legendary actions at the start of his turn.

  • Slam. King Mong makes one fist attack.
  • Chuck. King Mong throws a rock.
  • Chest Beat (Costs 2 Actions). King Mong beats his chest, allowing all bullymongs that can see and hear him make 1 attack.

Where King Mong lairs, he is accompanied by a band of bullymongs. These include 1d4 adults (use Giant Ape) and 1d6 welps (use Ape). If at the start of King Mong's turn, the encounter timer is at 1 (1d4 timer) another 1d4 adults and 1d6 welps join the battle. They disperse if killed.

King Mong is a giant even for his kind. A bullymong with a bad temper. A bullymong is a four armed ape whose arms are so big and muscular the creatures use them to walk and climb mand have stumpy legs compared to their upper bodies. They look much like an ape but with a bisected jaw giving them an insectile feel.

Suggested Environments

Wasteland, technologcal ruins


Created by

solomani.

Statblock Type

Monster

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