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Nian

Large · Monstrosity · CR 4 · Chaotic Neutral

Source. Creature Codex
Armor Class
13 (natural armor)
Hit Points and Hit Dice
102 (12d10+36)
Challenge Rating CR
4

Ability Scores

Core attributes and their modifiers.

STR
18
+4
DEX
11
+0
CON
17
+3
INT
11
+0
WIS
16
+3
CHA
9
-1

Overview

Category Monsters
Size Large
Type Monstrosity
Alignment Chaotic Neutral
XP 1100
Initiative Bonus +0

Movement

Walk 50 ft (15.2 m)
Swim 30 ft (9.1 m)
Climb 30 ft (9.1 m)
Crawl 25 ft (7.6 m)

Senses

Truesight 60 ft (18.3 m)
Passive Perception 13

Languages

Sylvan, telepathy 60.0 ft (18.3 m).

Resistances & Immunities

Damage Immunities
poison
Condition Immunities
charmed, paralyzed, poisoned

Environments

Coast Mountain

Traits

Hold Breath

The nian can hold its breath for 30 minutes.

Trampling Charge

If the nian moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the nian can make one stomp attack against it as a bonus action.

Tremulous

The nian is inherently fearful of loud noises, fire, and the color red. It will not choose to move toward any red object or any fiery or burning materials. If presented forcefully with a red object, flame, or if it is dealt fire or thunder damage, the nian must succeed on a DC 13 Wisdom saving throw or become frightened until the end of its next turn. After it has been frightened by a specific red object or a particular source of noise (such as clanging a weapon on a shield) or fire (such as the burning hands spell), the nian can't be frightened by that same source again for 24 hours.

Actions

Bite

+6 to hit, reach 5 ft (1.5 m). Hit: 2d12+4 piercing damage.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage.

Gore

+6 to hit, reach 5 ft (1.5 m). Hit: 2d8+4 piercing damage.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Stomp

+6 to hit, reach 5 ft (1.5 m). Hit: 2d10+4 bludgeoning damage.

Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 15 (2d10 + 4) bludgeoning damage.

Year's Termination

1/day

The nian creates magical darkness and silence around it in a 15-foot-radius sphere that moves with it and spreads around corners. The dark silence lasts as long as the nian maintains concentration, up to 10 minutes (as if concentrating on a spell). The nian sees objects in the sphere in shades of gray. Darkvision can't penetrate the darkness, no natural light can illuminate it, no sound can be created within or pass through it, and any creature or object entirely inside the sphere of dark silence is immune to thunder damage. Creatures entirely inside the darkness are deafened and can't cast spells that include a verbal component. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is destroyed.

About Nian

Nian is a large monstrosity with a Challenge Rating of 4. It has a chaotic neutral alignment.

In combat, this creature maintains an Armor Class of 13 and possesses 102 hit points (derived from 12d10+36).

Nian has communication capabilities including Sylvan, telepathy 60 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Nian

3 tips available

When using Nian in your D&D 5e campaign, consider these tactical approaches:

  • Climbing Advantage: This creature can climb at 30 ft. It can use walls and ceilings for tactical positioning. Consider using 'Spider Climb' negation or fighting in open areas without vertical surfaces.
  • Aquatic Combat: This creature can swim at 30 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.
  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.

Player Guide: Facing Nian

3 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Climbing Defense: This creature can climb at 30 ft! It can use walls and ceilings for surprise attacks. Fight in open areas without vertical surfaces. 'Spider Climb' negation spells can help.
  • Aquatic Combat Defense: This creature can swim at 30 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.
  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 4.

Solo Encounter:

A single character of level 6 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 2,000 XP
  • Hard: 3,000 XP
  • Deadly: 4,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Nian?
Nian has a Challenge Rating of 4, making it appropriate for parties of level 4.0.
What type of creature is Nian?
Nian is a Large Monstrosity, which affects how certain spells and abilities interact with it.
What languages does Nian speak?
Nian can communicate in Sylvan, telepathy 60 ft..

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