Armor Class
15
(natural armor)
Hit Points
128
(12d10 + 25)
Speed
40 ft.
STR
17
(+3)
DEX
14
(+2)
CON
14
(+2)
INT
4
(-3)
WIS
12
(+1)
CHA
6
(-2)
Saving Throws
DEX +6
Damage Immunities
Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses
Passive Perception 11
Languages
--
Challenge
12 (8,400 XP)
Proficiency Bonus
+4
Traits
Charge. If the Ram moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Sure-Footed. The Ram has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Aetherial. This is an Aetherial creature. As such it is unaffected by non-magical attacks and can teleport up to 30 feet to an unoccupied space it can see that is large enough to hold it as a bonus action.
Actions
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage.
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