0/0

    Grossmann

    Large fey, Neutral Evil

    Armor Class 17 (natural armor)

    Hit Points 209 (22d10 + 88)

    Speed 40 ft., climb 40 ft.

    STR 18 (+4) · DEX 20 (+5) · CON 18 (+4) · INT 16 (+3) · WIS 18 (+4) · CHA 22 (+6)

    Saving Throws Dex +9, Con +8, Wis +8, Cha +10

    Skills Insight +8, Intimidation +10, Perception +8, Stealth +9

    Senses Truesight 120 ft., passive Perception 18

    Languages All, Telepathy 120 ft.

    Challenge 11 (7,200 XP)

    Lair Actions

    On initiative count 20 (losing initiative ties), Grossmann can take a lair action to cause one of the following effects; he cannot use the same effect two rounds in a row

    Dead Roots: Blackened, mutated roots erupt from the ground in a 20-foot radius centered on a point Grossmann can see within 90 feet. That area becomes difficult terrain. Any creature in that area must succeed on a DC 18 Dexterity saving throw or be knocked Prone.

    -Paranoia's Grip: One creature of Grossmann's choice within 60 feet must make a DC 18 Wisdom saving throw. On a failure, the creature is paralyzed by overwhelming, suffocating hallucinations of their past sins. This paralysis lasts for 1 round, ending on initiative count 20 of the next round.

    Lore

    The Tall Man - an unnaturally tall nocturnal or woodland spirit from Germanic folklore.

    The Tall Man (Deutsche Sagen) — An abnormally tall nocturnal or forest spirit from Germanic folklore.

    An unnaturally tall nocturnal or woodland spirit from Germanic folklore.

    From Grimm Legends Bestiary 5E, p. 20 · Fern Flower Press