Large Construct, Neutral
Armor Class 14 (natural armor)
Hit Points 76 (9d10 + 27)
Speed 40 ft.
STR
18 (+4)
DEX
11 (+0)
CON
16 (+3)
INT
10 (+0)
WIS
16 (+3)
CHA
9 (-1)
Saving Throws CON +5
Skills Perception +7
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 17
Languages Abyssal
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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.

Actions

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.

SoulOfCrimson

Comments

Posts Quoted:
Reply
Clear All Quotes