Actions: Titan's Forge Miniatures

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The magic that courses through the veins of The Skeleton 
Key has had a strange effect on the flora and fauna Large beast, neutral
indigenous to the island. Animals grow larger and are
generally more intelligent. Plus, they seemingly possess a
greater sense of self. Case in point: the Heirs of Kong. These Armor Class 12
12-foot-tall apes inhabit the jungles and forests of the key. Hit Points 47 (5d10 + 20)
Speed 40 ft., climb 40 ft.
And until the Serpent Whisperers of Grihoo arrived, the heirs
were the dominant guardians of the island.
Intelligent and psionically active, the heirs do not consider STR DEX CON INT WIS CHA
themselves servants of the Serpent Whisperers, rather joint
custodians of the island. The heirs even have their own 18 (+4) 14 (+2) 18 (+4) 9 (-1) 14 (+2) 12 (+1)
community separate of the Serpent Whisperers. In this
community, they decide on matters important to both the Skills Athletics +7, Perception +4
island and the heirs. Regardless, when the island is Senses passive Perception 14
challenged, they almost always join forces with the Amazons. Languages understands Draconic but can't speak
Individually, the apes and the warrior women are powerful. Challenge 3 (700 XP)
But together, they are an unstoppable force of nature.
The original Kong was rumored to be a 30-foot tall ape that Cunning of Kong. The heir has advantage on saving
throws against illusions and enchantments.
lived in the nameless mountain range at the center of the
island. However, no proof has emerged that such a creature Actions
ever existed. Regardless, the apes still happily carry the
moniker. Multiattack. The heir makes two fist attacks.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Rock. Ranged Weapon Attack: +7 to hit, range
Titan's Forge Miniatures 30/60 ft., one target. Hit: 12 (2d6 + 5) bludgeoning
If you like this stat block and want to see more of damage.
the Amazons, be sure to check out Titan's Forge Psychic Blast (Recharge 6). The heir emits a violent
Miniatures on Patreon. Also, keep your eyes peeled wave of psychic energy in a 30-foot cone. Each
for the upcoming Team Superhydra adventure creature in the area must succeed on a DC 12
where these mighty warriors make their official Intelligence saving throw or take 7 (2d6) psychic
debut. damage and become stunned until the end of the
heir's next turn.

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