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Last Call - AI-generated fantasy Monster

Last Call

Locals call the giant the Last Call, after it once threw a rowdy patron through the front door at closing time. Since then, it has run a spotless café where the coffee is excellent, the rules are exacting, and trouble is usually ejected before it reaches the pastry case.

Large giant · CR 4 (1,100 XP), a dangerous single foe for a 4th-level party · Unique

Last Call

An urban ettin reimagined as a huge, two-headed café proprietor whose industrial espresso equipment and magical showmanship make its counter a dangerous place to start trouble.
AC12
HP85/85
CR4 (1,100 XP), a dangerous single foe for a 4th-level party
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

AC 12 · HP 85 · CR 4 (1,100 XP), a dangerous single foe for a 4th-level party

Last Call

Large giant (ettin), chaotic neutral
Armor Class12 (natural armor)
Hit Points85 (10d10 + 30)
Speed
Walking 40 ft.
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsWisdomConstitution
SkillsPerception
Weaknesses
Its low Dexterity makes it vulnerable to effects requiring Dexterity saving throws.
It is reluctant to risk destroying its café, customers, or prized equipment.
Senses
Darkvision 60 ft.,
Passive Perception 12
Languages
Common,
Giant
Challenge4 (1,100 XP), a dangerous single foe for a 4th-level party
Proficiency Bonus+2
Two Heads. The giant has advantage on Wisdom (Perception) checks and on saving throws against the blinded, deafened, and stunned conditions. While it can see or hear, it can't be surprised.
Divided Attention. The giant's mismatched heads can keep watch on different parts of the café, but they share one turn, one pool of hit points, and one set of actions.

Actions

Multiattack. The giant makes two Portafilter attacks.
Portafilter. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 14 () bludgeoning damage.
Pressure Purge (Recharge 5–6). The giant vents a scalding, sparkling burst from its espresso machine in a 15-foot cone. Each creature in the area must make a Dexterity saving throw, taking 18 () fire damage on a failed save, or half as much damage on a success. The burst recharges on a roll of 5 or 6 at the start of the giant's turn.

Reactions

Counter Service. When a creature the giant can see moves within 10 feet of it, the giant makes one Portafilter attack against that creature.
Role
Bruiser and area-pressure controller
Built for
Four characters of 4th level

Gear

  • Oversized steel portafilter (Weapon, Not normally sold)A heavy steel espresso-handling tool wielded as a bludgeoning weapon.
  • Service coat (Clothing, 10 gp)A spotless, reinforced service coat with rolled sleeves and many small pockets.
  • Industrial espresso machine (Equipment, 300 gp)A custom industrial espresso machine with reinforced fittings and a magically stabilized pressure valve.
  • Jewel-encrusted show cup (Wondrous object, 250 gp)A floating cup set with bright gems; its drink shimmers with harmless magical colors.

Notes for the game master

Custom ettin-inspired creature calibrated as a Challenge 4 encounter.
Pressure Purge is a custom feature, not a canonical ettin ability.
The creature has two heads but uses one shared turn and one shared set of statistics.

Tactics

  1. Opening

    The focused head shouts a warning while the delighted head presents the floating cup. If threatened, the giant opens with Pressure Purge against clustered intruders.

  2. Mid-fight

    It alternates portafilter blows between nearby foes, using the counter and espresso equipment as cover when convenient.

  3. End of the fight

    If badly wounded, it blasts the nearest cluster with Pressure Purge, then threatens pursuers with the portafilter while retreating toward a back exit.

  4. Retreat

    The heads argue over whether to keep fighting. If reduced to 25 hit points or fewer, the cheerful head urges retreat while the other covers it.

How it fights

Use its reach to punish creatures that approach the counter.
Save Pressure Purge for a group of targets when possible.
Avoid damaging the café's customers and equipment unless the party has made that impossible.

Who it attacks first

Creatures threatening its customers or espresso machine
Nearby melee attackers
Groups clustered within the cone of Pressure Purge

Works well with

A cramped café layout lets the giant block a doorway while allies attack from behind counters.
Steam, neon glare, and clattering equipment can support an urban encounter with other creatures that exploit distractions.

How to beat it

Ranged attacks can keep characters out of its 10-foot reach.
Spreading out limits the number of characters caught in Pressure Purge.
A successful social appeal to its pride in hospitality may prevent a fight or create an opening to negotiate.

Ways to avoid a fight

Its delighted head may offer a sample of the rainbow drink in exchange for an apology or a story.
Characters can help clean the café or repair a machine fitting to earn its trust.
A character who praises its craft and addresses both heads respectfully can attempt to negotiate a peaceful resolution.

Ecology

A towering, broad-shouldered two-headed giant stands behind a sleek neon café counter, its spotless service coat straining over enormous arms dusted with coffee grounds. One furrow-browed head studies a hissing industrial espresso machine while the other beams at a floating, jewel-encrusted cup swirling with a sparkling rainbow drink. Its mismatched eyes, polished horns, and expressive faces make it as eccentric as it is imposing. It grips an oversized steel portafilter like a club. Steam curls around its silhouette, and scattered grounds and iridescent droplets glint beneath its feet.

Behavior

The two heads have distinct temperaments: one is meticulous and easily offended by disorder, while the other treats every encounter as an opportunity to show off a novelty drink. They bicker constantly, but cooperate when the café or its customers are threatened.

How it lives

The giant needs no special habitat beyond a sturdy building, a steady supply of beans, and enough room for its oversized equipment. It can survive on ordinary food but considers properly prepared coffee an essential daily ritual.

Lair

Its café is a compact lair of polished counters, reinforced stools, humming neon signs, and an industrial espresso machine. The giant knows which floor tiles are slick and can use the counter as half cover, though the shop is not a formal lair with special regional effects.

Habitat
Urban, especially cafés, market streets, arcades, and magically renovated storefronts.

Signs that it is near

The smell of fresh coffee and scorched sugar wafts through the street.
A deep argument between two voices can be heard through the café walls.
Oversized footprints track coffee grounds and iridescent droplets across the floor.

Tags

giant,
ettin,
urban,
café,
two-headed,
custom monster

Lore

Locals call the giant the Last Call, after it once threw a rowdy patron through the front door at closing time. Since then, it has run a spotless café where the coffee is excellent, the rules are exacting, and trouble is usually ejected before it reaches the pastry case.

What drives it

Keep the café immaculate, serve a truly unforgettable drink, and prevent anyone from damaging the espresso machine.

After the fight

When the giant falls, the floating cup drifts down without spilling. Its rainbow drink fades to ordinary coffee unless a character can calm the surviving head and persuade it to serve the guests.

Variants

On a busy market day, the giant has two café assistants who flee or hide when combat begins.
A quieter version uses a nonmagical pressure blast that deals 4d6 bludgeoning damage instead of fire damage.

Hooks

Plot hooks

A neighborhood café has become the only safe meeting place in a district contested by rival gangs, and the proprietor needs help protecting its customers.
The jewel-encrusted cup has vanished, and the giant refuses to leave the café until it is returned.
A rival business sabotages the espresso machine, provoking the giant to seek evidence and restitution rather than revenge.

How to use it

Use it as a misunderstood café guardian defending its shop from violent debt collectors or careless adventurers.
Stage a fight amid counters, stools, and steam vents to make the urban setting matter without requiring complex terrain rules.
Have one head attempt diplomacy while the other prepares to swing, giving the party a visible chance to defuse the encounter.

Treasure

The café's cash box, usually holding 20 to 60 gp.
The jewel-encrusted cup, worth 250 gp if sold, though the giant is deeply attached to it.
A collection of unusual coffee beans, some of which may be valuable to a specialist.

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