Fell-Tormentão

The Bull from Beyond the Abyss. Breaker of Souls. Heroes’ Bane. Legend tells of a creature of chaos wreathed in an entanglement of shadow, light, ice, and fire. Standing on four giant-sized, leg-like appendages, this fell-beyonder is said to shatter cities with its mighty tread. Known as the fell-tormentão, this juggernaut of hate and malice seeks to break the strongholds, bastions, and safe havens of the free peoples. They exist to demolish hearth and home. They appear on the horizon, charge down all before them, and leave nothing but rubble in their wake.


FELL-TORMENTÃO

Gargantuan aberration, neutral evil

Armor Class 21 (natural armor)
Hit Points 292 (15d20 + 135)
Speed 60 ft.

STR DEX CON INT WIS CHA
28 (+9) 11 (+0) 28 (+9) 6 (-2) 18 (+4) 12 (+1)

Skills Perception +9
Saving Throws Str +14, Wis +9, Cha +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, unconscious
Senses blindsight 120 ft., passive Perception 19
Languages Fell-tongue
Challenge 16 (15,000 XP)


TRAITS

Aura of Hopelessness. At the start of each of the felltormentão’s turns, each creature within 120 feet of it must succeed on a DC 17 Charisma saving throw or be unable to experience any emotion other than hopelessness for 10 minutes. An affected creature cannot act in a manner that would harm or impede the fell-tormentão (seeing such efforts as futile) and cannot take reactions. At the end of each affected creature’s turn, it can repeat the saving throw, ending the effect on a success. If the fell-tormentão damages the creature in the meantime, the effect ends. Once a creature has succeeded on a saving throw against this feature or the effect ends for it, it is immune to this effects for 24 hours.
Charge. If the fell-tormentão moves at least 30 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 45 (10d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be knocked prone.
Demolisher. On each of its turns, the fell-tormentão can spend 20 feet of movement (no action required) to deal 40 points of bludgeoning damage to an object not being worn or carried, or a structure within 5 feet of it.
Legendary Resistance (3/Day). If a fell-tormentão fails a saving throw, it can choose to succeed instead.


ACTIONS

Rampage. The tormentão takes the Dash action and makes a single attack, or makes three attacks.
Gore. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 45 (8d8 + 9) piercing damage.
Stomp. Melee Weapon Attack: +14 to hit, reach 0 ft., each target beneath the fell-tormentão. Hit: 25 (3d10 + 9) bludgeoning damage.
Stone Cloud (Recharge 6). The fell-tormentão releases a cloud of petrifying dust in a 15-foot-radius sphere centered on it, which lasts until the start of its next turn. When a creature or objects not being worn or carried enters the area for the first time on a turn or starts its turn there, it must succeed on a DC 17 Constitution saving throw or be turned to stone and petrified. On a successful saving throw, a creature is instead restrained for 1 minute.


LEGENDARY ACTIONS

The fell-tormentão can take 2 legendary actions, choosing from the options below. The fell-tormentão regains spent legendary actions at the start of its turn.
Antimagic Sheath (Costs 3 Actions). Until the end of its next turn, the fell-tormentão is immune to spells and magical effects of 7th level or lower.
Dash. The fell-tormentão takes the Dash action.
Gore. The fell-tormentão makes a Gore attack.
Stomp. The fell-tormentão makes a Stomp attack.


Ref: TPKB1 p111