Giant, Thursir Armorer
Large Giant lawful evil
- Armor Class: 19 (splint, shield)
- Hit Points: 138 (12d10+72)
- Speed: walk 40 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: Tome of Beasts 3, page 206
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
9 (-1) |
23 (+6) |
12 (+1) |
15 (+2) |
9 (-1) |
- Saving Throws: Con +9
- Skills: perception +2
- Senses: darkvision 60', passive Perception 15
- Languages: Common, Dwarven, Giant
Special Abilities
- Forged Forgery: Thursir armorers wear armor forged from dwarven armor and shaped to resemble dwarven armor. Skilled blacksmiths can recognize and exploit this design quirk. When a creature proficient with smith's tools scores a critical hit vs. thursir armorer armorer's armor breaks reducing armorer's AC by 5 until armorer repairs armor. If armorer is critically hit by any creature while its armor is broken armor shatters and is destroyed reducing armorer's AC to 12.
Actions
- Multiattack: Uses Flinging Smash if available. Then two Battleaxe attacks or one Battleaxe and one Shield Bash.
- Battleaxe: Melee Weapon Attack: +8 to hit, 10 ft., one target, 14 (2d8+5) slashing damage or 16 (2d10+5) slashing damage if used with two hands.
- Shield Bash: Melee Weapon Attack: +8 to hit, 10 ft., one target, 10 (2d4+5) bludgeoning damage and the target must make DC 16 Str save or be knocked prone.
- Flinging Smash (Recharge 5-6): Makes sweeping strike with shield. Each creature within 10 ft. of armorer: pushed up to 15 ft. away from it and knocked prone (DC 16 Str negates push and prone).
- Runic Armor (3/Day): Can inscribe the thurs rune on its armor. When a creature hits armorer with melee weapon attack while rune is active creature takes 4 (1d8) lightning and can't take reactions until start of its next turn. Rune lasts for 1 min.
Bonus Actions
- Harness Dwarven Soul: Draws on the soul fragment trapped in one of the dwarven skulls on its belt. Armorer has advantage on ability checks when using smith's tools and on attack rolls using a battleaxe handaxe light hammer or warhammer until start of its next turn. It carries six skulls on its belt.
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