Regeneration: Agmor regains 10 hitpoints at the beginning of his turn. He continues to regain hitpoints until he is brought to 0 hitpoints.
Legendary Resistance(3/day): If Agmor fails a saving throw, he can choose to succeed instead.
Magic Resistance: Agmor has advantage on saving throws against spells and other magical effects.
Multiattack. The giant makes two tabar attacks.
Tabar. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 28 (3d12 + 7) slashing damage.
Agmor 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. Agmor regains legendary actions at the start of his turn.
Attack: Agmor makes a single Tabar Attack: +14 to hit, reach 10 ft., one target. Hit: (3d12+7) slashing damage.
Lay About (Recharge 5-6) (Costs 3 actions): Agmor Swings his Tabar in all directions with wild abandon around him striking at all creatures within 10 ft. of him. Any creature within 10 feet must succeed on a dexterity saving throw (DC 15) or take (6d6+7) slashing damage.
Bolster: Agmor's tactical acumen is second to none he can use a legendary action to bolster himself and allies around him. A non-hostile creatures within 120 feet of Agmor including himself cannot be charmed or frightened. And gain advantage on ability checks and saving throws until the end of their next turn.
Trembling Strike (Costs 2 Actions): Agmor strikes the ground with his axe, triggering an earth tremor. All other creatures within 60 ft. of Agmor must make a Strength saving throw, DC 15, or be knocked prone.
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