Gargantuan Fiend, Neutral
Armor Class 24 Natural armor
Hit Points 64 (6d8 + 40)
Speed 25 ft.
STR
23 (+6)
DEX
13 (+1)
CON
21 (+5)
INT
19 (+4)
WIS
20 (+5)
CHA
16 (+3)
Saving Throws STR +9
Skills Insight +8, Intimidation +7
Damage Vulnerabilities Acid
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold
Condition Immunities Charmed, Grappled, Paralyzed
Senses Darkvision Can see 60 ft in dark light asif it is dim light and 60 ft in dim light asif it is bright light., Passive Perception 15
Languages Speaks every language
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Trance. The Amare can sting you with its tail to make you go in a trance, while in trance you can't control yourself, but you can see everuthing that you do. The sting has a +4 to hit and deals 1d12 +4 damage. When stang you throw a WIS save. with a DC of 19.

Actions

Earthquake. The Amare jumps and when he land there comes a big earthquake. Roll a DEX save. with a DC of 17

Action Melee Attack. Swipe: +5 to hit, reach 20 ft., 3 target. Hit: 15 (2d10 + 5) bloodgeoning damage. 

Action Ranged Attack. Laser: +6 to hit, range 20/120 ft., 1 target. Hit: 16 (1d24 + 4) lightning damage.

Description

The Amare has horns shaped like a heart if put together (can shoot the laser from them if they brush against eachother) about 2 inch apart from eachother (the point), crow beak with slithers of something that looks like seaweed hanging from it (can't get out of his beak), 19 ft long tail with a heart on the edge and a very sharp point, 29 ft long, bird-like eyes, heart on its chest that doesn't do much, dragon like paws + claws.

Habitat: Forest

jessyeijck

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