Dwarven Resilience. Ahmaergo has advantage on saving throws against being poisoned.
Berserking Greataxe. Ahmaergo wields a +3 Greataxe. In addition, while Ahamaergo is in possession of this weapon, his Hit Point maximum increases by 1 for each of his levels or hit dice (176). Whenever a hostile creature damages Ahamaergo while the axe is in his possession, he must succeed on a DC 15 Wisdom saving throw or go berserk. He can choose to fail this saving throw. While berserk, Ahmaergo gains advantage on all melee attacks and
attacks made against him are made with advantage.
Indomitable (2/Day). Ahmaergo can reroll a saving throw that he fails. He must use the new roll.
Multiattack. Ahmaergo makes three attacks with his greataxe.
Berserking Great Axe. Melee Weapon Attack +11. 13(1d12 + 7)
Heavy Crossbow. Ranged Weapon Attack: + 5. Hit :(1d10 + 1)
Second Wind (Recharges after a Short or Long Rest). As a bonus action, Ahmaergo can regain 20 hit points.
Ahmaergo can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ahmaergo regains spent legendary actions at the start of his turn.
Weapon Attack. Ahmaergo makes an attack with a melee weapon.
Berserk Whirlwind (Costs 3 Actions). Ahmaergo makes a weapon attack against every creature within 5 ft. of him.
Description
Ahmaergo, Xanathar’s majordomo, has a fascination with minotaurs. Although outwardly civil, the shield dwarf is as devious and corrupt as the worst devil, yet also unflinchingly loyal to his beholder master.
After the beholder, Ahmaergo is the most influential member of the Xanathar Guild.
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