Medium Humanoid, Neutral
Armor Class 14 Natural Armor
Hit Points 26 (4d8 + 8)
Speed 30 ft., burrow 10 ft. Expert hole makers, the Aalantir can create a small excavations in a short time.
STR
18 (+4)
DEX
16 (+3)
CON
13 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws STR +6
Skills Intimidation +3, Survival +3
Senses Tremorsense 15ft Radius, Aalantir warriors have a better than basic Tremorsense to help them find foes underground and avoid dangers, Passive Perception 10
Languages Common a very basic and slow version of Common, learned from passing travelers or through trade contacts, Terran Usually found underground in holes, they have learned to communicate with earthen creatures
Challenge 1 (200 XP)
Proficiency Bonus +2

Rough Skin. Aalantir have a naturally Rough hide, Melee attacks that are non magical do 1d4 less damage.

Warrior Caste. The warriors of the Aalantir are trained since birth to combat outside threats and become aggressive against intruders, whilst fighting underground they gain 1d4 bonus damage on melee attacks.

Actions

Great Club. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 9 (1d8 + 4) Bludgeoning damage. 

Javelin. RangedWeapon Attack: +3 to hit, range 30/120 ft, one target. Hit: 6 (1d6 + 3) Piercing damage.

Reactions

Underground Stab. When fighting underground against the Aalantir warrior they can as a Reaction make an Javelin melee attack, Melee Weapon Attack: +4 to hit, reach 5 ft, one target Hit 7 (1d6 + 4) when they are attacked in melee.

Description

The Warriors of the Aalantir are few but present a strong offensive line when fought in their natural habitat, deployed only when a danger to their homes is presented. During the bulk of their time they act as defensive protectors of their leadership. Even more so when fighting underground a Aalantir warrior is a much more dangerous foe on its home turf.

Monster Tags: humanoid

Environment: ForestHillMountain

GLG

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