Kroth, Deity of Combat (legendary version)
Medium humanoid (lizardfolk), chaotic neutral
Armor Class 20 (Natural Armor)
Hit Points 326 ( 26d12+156 )
Speed
30ft
Fly: 60ft
Saving Throws Strenght +14, Dexterity +10, Wisdom +10
Skills Athletics +14, Insight +10, Perception +10, Stealth +10, Survival +10
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities Charmed, Frightened
Senses Passive perception +20
Languages Common
Challenge 26
Kroth has some innate spellcasting, using his Charisma as his spellcasting modifer. +9 to hit and a spell save DC 17
At will: Guidance, Thaumaturgy
1/day: Bless at 9th Level
Legendary Resistance (3/Day). If the monster fails a saving throw, it can choose to succeed instead.
Refusal to Die When Kroth would drop to 0 hit points he makes a DC Constitution saving throw equal to the damage that reduced his hit points to 0. If he succeeds, he drops to 1 hit point instead.
Battle Harden: Once per turn when Kroth deals damage to a creature he gains temporary hits points equal to 1/4 of the damage he dealt rounded up.
Great Weapon Mastery: When Kroth roll a 1 or 2 on a damage die for an attack you make with a melee weapon that he is wielding with two hands, Kroth treats the die as if he rolled a 3 The weapon must have the two-handed or versatile property for Kroth to gain this benefit.
Pit Scavenger: Kroth can use his bonus action to roll a d6 and gain the following weapon.
1. Nothing
2. 2 Throwing Hammers
3. Quarterstaff
4. Warhammer
5-6. Maul
Actions
Mulitattack Kroth makes three of any of the following attacks provided he has the weapon in his possession.
- Kroth's Great Bone Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 ( 3d8+8 ) bludgeoning damage.
- Maul Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 18 ( 2d6+8 ) bludgeoning damage.
- Warhammer Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 16 ( 1d10+8 ) bludgeoning damage.
- Quarterstaff Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 ( 1d8+8 ) bludgeoning damage.
- Hammer Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 11 ( 1d4+8 ) bludgeoning damage.
- Unarmed Strikes Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 11 ( 1d4+8 ) slashing damage.
Shockwave Using his Great Bone, Kroth slam the ground with such force that it creates a shockwave. Each creature in a 15-foot cube originating from Kroth makes a Constitution saving throw DC 22. On a failed save, a creature takes
6d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
Reactions
Catch! When Kroth takes damage from a ranged attack or spell he can spend his reaction to throw his weapon them. If the weapon doesn't have the thrown properties it gains the thrown (range 20/60) property for the purposes of this attack. He makes a ranged weapon attack with a +10 to hit, dealing damaged equal to the weapons normal damage dice +4. Sure it leaves him without a weapon but then he can just find a new one.
Legendary Actions
Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.
Neck Bitter Kroth attacks one creature within 5ft of him by biting their neck. Kroth makes a melee attack roll with +14 to hit, dealing 1d6+6 piercing damage and regaining half the damage dealt as hit points.
FIGHT ME!!! Kroth taunts a creature within 90ft that can both see and hear him (using Thaumaturgy to make sure they hear him) to get them to attack him. At the end of their next turn of they do not deal any damage to Kroth he will insult them as a free action. The creature makes a Wisdom saving throw DC 22, taking 4d6 psychic damage on a failed save or half damage on a successful. A creature can only be affected by this once every minute.
Regional Effects
Kroth's desire to fight warps the landscape around him.
- Any food or water consumed within 1 mile of Kroth's lair with have the taste of blood, mud and metal all throughout it. This has no effect on the quality of food and water beside how it tastes. Tastes like home.
- If a creature within 1 mile of Kroth's lair has immunity to bludgeoning, piercing or slashing damage they lose their immunity to such damage and instead have resistance to that damage type. Fight like Kroth
- If creature within 1 mile of Kroth's lair performs a melee weapon attack against another creature, they must succeed on a Charisma saving throw DC 21 or become Enraged. While Enraged a creature gains advantage on any Strength ability check but must spend their turn moving towards the closest enemy using the dash action if needed and attacking it. Kroth's Rage
A savage pit fighter turned demi-god. Lives for the thrill battle.