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.
Comments