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<title>Giant, Thursir Armorer</title>
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<h1>Giant, Thursir Armorer</h1>
<p><em>Large</em> <em>Giant</em> <em>lawful evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 19 (splint, shield)</li>
<li><strong>Hit Points:</strong> 138 (12d10+72)</li>
<li><strong>Speed:</strong> walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 6 (2,300 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 3, page 206</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>20 (+5)</td>
<td>9 (-1)</td>
<td>23 (+6)</td>
<td>12 (+1)</td>
<td>15 (+2)</td>
<td>9 (-1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Con +9</li>
<li><strong>Skills:</strong> perception +2</li>
<li><strong>Senses:</strong> darkvision 60', passive Perception 15</li>
<li><strong>Languages:</strong> Common, Dwarven, Giant</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Forged Forgery:</strong> 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.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> Uses Flinging Smash if available. Then two Battleaxe attacks or one Battleaxe and one Shield Bash.</li>
<li><strong>Battleaxe:</strong> 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.</li>
<li><strong>Shield Bash:</strong> 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.</li>
<li><strong>Flinging Smash (Recharge 5-6):</strong> 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).</li>
<li><strong>Runic Armor (3/Day):</strong> 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.</li>
</ul>
<h3>Bonus Actions</h3>
<ul>
<li><strong>Harness Dwarven Soul:</strong> 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.</li>
</ul>
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