Large Undead, Lawful Evil
Armor Class 16 Plate, Chainmail, Shield
Hit Points 20 (2d20 - 2)
Speed
STR
18 (+4)
DEX
6 (-2)
CON
16 (+3)
INT
4 (-3)
WIS
10 (+0)
CHA
6 (-2)
Damage Immunities Lightning, Necrotic
Condition Immunities Charmed, Grappled, Restrained, Stunned
Senses Darkvision, Passive Perception 12
Languages Deep Speech
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Spellcasting. The [monster name] is a 3-level spellcaster. Its spellcasting ability is. The Herur has following spell prepared:


1st level (1 slots): Charged Earthquake

To use Charged Earthquake, Herur has to make the Ready action. If he uses it torwards you, make a DC 15 Dexterity. If he succeeds to hit you, take 1d8+1 slamming damage. You become prone.

Actions

Slash. Melee Weapon Attack:  to hit, reach 10 ft., multiple targets. Hit: (1d6 ) slashing damage.

Slam. Melee Weapon Attack:  to hit, reach 5 ft., multiple targets. Hit: (1d4 ) bludgeoning damage.

Lair and Lair Actions

Regional Effects

The region containing a legendary Herur creates one or more of the following effects:

  • You become blind.
  • You become deaf.

If the Herur dies, these effects fade over the course of 1d4 hours.

Habitat: Underdark

Dumi

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