Triumph_Fork
First Post
So I created a monster... and the player's have not faced it yet. It is of an elite soldier of a new race I made called the Votruk. Basically the concept is: They are highly irradiated juggernauts meant for battle and interrogation alongside many foot soldiers. They use a scythe infused with plasma technology for melee as well as a grenade launcher for ranged attacks. The Elite's are hardy and forceful, but lack cunning and spirit.
Note: The Votruk Racial Traits are also included in this stat block.
I'm open to suggestions, thanks!
Votruk Elite: Challenge 10

Large Aberration, Neutral Evil
AC: 14 (+4 from Ringmail)
HP: 252 (24d10+120)
Speed: 40ft.
[TABLE="width: 468"]
[TR]
[TD]Str[/TD]
[TD]Dex[/TD]
[TD]Con[/TD]
[TD]Int[/TD]
[TD]Wis[/TD]
[TD]Cha[/TD]
[/TR]
[TR]
[TD]23 (+6)[/TD]
[TD]7 (-2)[/TD]
[TD]21 (+5)[/TD]
[TD]9 (-1)[/TD]
[TD]12 (+1)[/TD]
[TD]7 (-2)[/TD]
[/TR]
[/TABLE]
Saves: Strength +10, Constitution +8
Damage Resistances: Radiant, Necrotic
Vulnerabilities: Force
Magical Resistance: Advantage on Int, Wis & Cha saving throws against magic.
Senses: Darkvision 60ft., Devil’s Sight, Passive Perception: 15
Languages: Votruk
Skills: Athletics +14, Perception +5, Intimidation +6
Change Shape: As an action, this creature can cast alter self as the spell. 1/day
Sunlight Sensitivity: Being accustomed to the darkness of space, Votruk aren't used to the sun's rays. They suffer from disadvantage when making attack rolls & Wisdom (Perception) checks that rely on sight if they are – or their target is – in direct sunlight.
Brute: A Votruk Elite’s melee attack deals 1 extra damage die
Devil’s Sight: Magical darkness does not impede the Votruk Elite’s darkvision.
Plasma Scythe: +7 Hit: 18 (5d4+6) plus 22 (4d10) Fire Damage
Grenade Launcher: (40/120ft) Hit: 35 (10d6) Piercing Damage in a 20ft radius spread (DC 15 Dex save for half)
Note: The Votruk Racial Traits are also included in this stat block.
I'm open to suggestions, thanks!
Votruk Elite: Challenge 10

Large Aberration, Neutral Evil
AC: 14 (+4 from Ringmail)
HP: 252 (24d10+120)
Speed: 40ft.
[TABLE="width: 468"]
[TR]
[TD]Str[/TD]
[TD]Dex[/TD]
[TD]Con[/TD]
[TD]Int[/TD]
[TD]Wis[/TD]
[TD]Cha[/TD]
[/TR]
[TR]
[TD]23 (+6)[/TD]
[TD]7 (-2)[/TD]
[TD]21 (+5)[/TD]
[TD]9 (-1)[/TD]
[TD]12 (+1)[/TD]
[TD]7 (-2)[/TD]
[/TR]
[/TABLE]
Saves: Strength +10, Constitution +8
Damage Resistances: Radiant, Necrotic
Vulnerabilities: Force
Magical Resistance: Advantage on Int, Wis & Cha saving throws against magic.
Senses: Darkvision 60ft., Devil’s Sight, Passive Perception: 15
Languages: Votruk
Skills: Athletics +14, Perception +5, Intimidation +6
Change Shape: As an action, this creature can cast alter self as the spell. 1/day
Sunlight Sensitivity: Being accustomed to the darkness of space, Votruk aren't used to the sun's rays. They suffer from disadvantage when making attack rolls & Wisdom (Perception) checks that rely on sight if they are – or their target is – in direct sunlight.
Brute: A Votruk Elite’s melee attack deals 1 extra damage die
Devil’s Sight: Magical darkness does not impede the Votruk Elite’s darkvision.
Actions
Multiattack: The Votruk Elite can make 2 melee attacks per round, or use the Grenade Launcher once. Plasma Scythe: +7 Hit: 18 (5d4+6) plus 22 (4d10) Fire Damage
Grenade Launcher: (40/120ft) Hit: 35 (10d6) Piercing Damage in a 20ft radius spread (DC 15 Dex save for half)
Reactions
Energy Siphon: The Elite holds it’s hand out with glowing force. It casts Shield on itself for 1 round and gets a +5AC bonus and protection from Magic Missiles. (1/day)