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