Dwarven Resilience. Ahmaergo has advantage on saving throws against being poisoned.
Indomitable (2/Day). Ahmaergo can reroll a saving throw that he fails. He must use the new roll.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, Ahmaergo can regain 20 hit points.
Multiattack. Ahmaergo makes three attacks with his greataxe.
Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage, plus 7 (2d6) slashing damage if Ahmaergo has more than half his hit points remaining.
Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Eye Rays (recharges 5-6). Ahmaergo shoots both magical eye rays, choosing one to two targets it can see within 120 feet of it:
- Charm Ray. The targeted creature must succeed on a DC 15 Wisdom saving throw or be charmed by Ahmaergo for 1 hour, or until he harms the creature.
- Paralyzing Ray. The targeted creature must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Ahmaergo can take 1 legendary action, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature’s turn. Ahmaergo regains spent legendary actions at the start of his turn.
Eye Ray. Ahmaego uses one random eye ray. Roll 1d4. On an odd result he uses the Charm Ray. On an even result, he uses the Paralyzing Ray.
Description
After failing the Xanathar, two beholder eyestalks were forcibly grafted to his majordomo. These experimental mutations
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