Medium Humanoid, Any Alignment
Armor Class 18 Plate
Hit Points 119 (14d8)
Speed
STR
18 (+4)
DEX
11 (+0)
CON
18 (+4)
INT
11 (+0)
WIS
14 (+2)
CHA
15 (+2)
Saving Throws STR +8, WIS +6
Senses Passive Perception 12
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

In Unison. All units of this type act at the same time at the highest rolled initiative.

 

Actions

Multiattack. Almirian Guard takes 2 attacks.

War Spear. Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d8 + 4) piercing damage

 

Shield Bash. Melee Shield Attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 4) piercing damage

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Guard Stance. When attacked or in range of an AoE Spell the guard can enter a guard stance to hide behind his shield adding +2 to AC or Save. Does not work against things that creep around corners.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Aranvu

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