Large Monstrosity, Lawful Neutral
Armor Class 17 (natural armor)
Hit Points 152 (16d10 + 64)
Speed 40 ft.
STR
23 (+6)
DEX
16 (+3)
CON
18 (+4)
INT
7 (-2)
WIS
14 (+2)
CHA
11 (+0)
Saving Throws STR +10, CON +8
Skills Intimidation +4, Perception +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened
Senses Passive Perception 14
Languages Common, Sylvan
Challenge 10 (5,900 XP)
Proficiency Bonus +4

Keen Senses. The dysirian has advantage on Wisdom (Perception) checks that rely on hearing or scent.

Fearless. The dysirian is immune to being frightened and cannot be intimidated.

Magic Weapons. The dysirian's weapon attacks are considered magical.

Actions

Multiattack. The dysirian makes three attacks, one with its bite, one with its claws, and one with its greataxe.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 15 (2d8 + 6) piercing damage.

Greataxe. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 6) slashing damage plus 4 (1d8) force damage. On a hit, the target must make a DC 15 STR saving throw or be knocked prone.

Description

Dysirians are large monstrosities with a muscular humanoid body, four arms and two dog-like heads. They have little use for coin or valuables are thus often tasked with guarding vaults and other treasure holds. Most are not particularly clever, and they are absolutely fearless. They have incredibly keen senses of hearing and smell as well as impressive strength.

lachrymosade

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