AC
12
Initiative
+1 (11)
HP
10
(1d10 + 4)
Speed
30 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 9 | −1 | −1 |
| CON | 17 | +3 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 8 | −1 | −1 |
| CHA | 2 | −4 | −4 |
Senses
Blindsight 60 ft.; Passive Perception 11
Languages
Common, Telepathy 90 ft.
CR
3 (XP 700; PB +2)
Traits
Stored Energy. The amarax infantry is immune to Radiant damage. If the amarax infantry is hit with an attack that deals Fire, Lightning, or Radiant damage, it becomes Charged. For ten minutes, the amarax infantry lets off Dim Light in a 10-foot radius. If the amarax infantry 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 infantry is no longer Charged.
Actions
Slam. Melee Weapon Attack: +2, reach 5 ft., Hit: 2 (1d4) Bludgeoning damage.
Comments