| Mod | Save | ||
|---|---|---|---|
| STR | 17 | +3 | +6 |
| DEX | 12 | +1 | +1 |
| CON | 20 | +5 | +8 |
| Mod | Save | ||
|---|---|---|---|
| INT | 17 | +3 | +3 |
| WIS | 13 | +1 | +1 |
| CHA | 8 | −1 | −1 |
Stored Energy. The amarax warrior is immune to Radiant damage. If the amarax warrior is hit with an attack that deals Fire, Lightning, or Radiant damage, it becomes Charged. For ten minutes, the amarax warrior lets off Dim Light in a 10-foot radius. If the amarax warrior is dealt Bludgeoning, Piercing, Slashing, or Force damage while Charged, each creature within 30 ft. must succeed a DC 18 DEX saving throw or take 3d8 Piercing damage and 3d8 Radiant damage, taking half damage on a successful save. After this, the amarax warrior is no longer Charged.
Multiattack. The amarax warrior makes four attacks, using its Crystal Blade and Plas-Blaster in any combination.
Crystal Blade. Melee Attack Roll: +8, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage.
Plas-Blaster. Ranged Weapon Attack: +8, range 50/200 ft. Hit: 16 (2d10+5) Acid damage.
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