Siege Monster. Vulkhar deals double damage to objects and structures.
Tackle. When Vulkhar enters any enemy's space for the first time on a turn, the enemy must succeed on a DC 19 Strength saving throw or be knocked prone.
Multiattack. Vulkhar makes two Maul attacks.
Frightful Presence. Each creature of Vulkhar's choice that is within 90 feet of Vulkhar and aware of him must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the creature's saving throw is successful or the effect ends, that creature is immune to Vulkhar's Frightful Presence for the next 24 hours.
Maul. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) bludgeoning damage.
Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.
Detect. Vulkhar makes a Wisdom (Perception) check.
Maul Attack. Vulkhar makes a Maul attack.
Description
With dark turquoise skin and flaming red hair, Vulkhar is a fearsome conqueror. He resides in Ashfang, an ornate obsidian stronghold embedded in the dry, sandy mountainside of the Great Furnace.