Antimagic Susceptibility: Arngir is incapacitated while in the area of an antimagic field. If targeted by dispel magic, Arngir must succeed on a constitution saving throw against the caster's spell save DC or fall unconscious for 2d4 rounds.
Convincing Facade. Arngir is immune to disease, and doesn’t need to eat, drink, or breathe, though still experiences the feeling of needing to consume food and liquid.
Charge. If Arngir moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Labyrinthine Recall. Arngir can perfectly recall any path it has traveled.
Reckless. At the start of its turn, Arngir can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
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