Large Fey, Unaligned
Armor Class 17 Splint Armor
Hit Points 28 (3d10 + 12)
Speed 50 ft.
STR
19 (+4)
DEX
12 (+1)
CON
18 (+4)
INT
3 (-4)
WIS
14 (+2)
CHA
10 (+0)
Damage Resistances Cold, Fire, Lightning
Gear Mithral Splint Barding
Senses Passive Perception 12
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Magic Resistance. The ram has advantage on saving throws against spells and other magical effects.

Actions

Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage plus 3 (1d6) force damage. If the ram moved at least 20 feet straight toward the target immediately before the hit, the target must succeed on a DC 14 Strength saving throw or have the prone condition.

Force Bolt. Ranged Spell Attack: +4 to hit, range 30 ft., one target. Hit: 7 (2d6) force damage.

Reactions

Absorbent Fleece (Recharge 6). Immediately after the ram succeeds on a saving throw against a spell or a spell's attack misses it, the ram can make one Force Bolt attack.

Description

He’s a war ram the size of a carriage, with the temperament of a shy librarian and the raw power of a siege weapon. He doesn’t say much (on account of being a ram), but when Peira gives the word, he becomes the most polite natural disaster you’ve ever seen.

 

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.

LilouNym