36 lines
1.4 KiB
Markdown
36 lines
1.4 KiB
Markdown
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# Thursir
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*Large* *Giant* *Neutral Evil (50%) or Lawful Evil (50%)*
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- **Armor Class:** 13 (chain shirt)
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- **Hit Points:** 114 (12d10 + 48)
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- **Speed:** walk 40 ft.
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- **Challenge Rating:** 3 (700 XP)
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- **Source:** Tome of Beasts 2023, page 210
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 19 (+4) | 10 (+0) | 18 (+4) | 13 (+1) | 15 (+2) | 11 (+0) |
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- **Saving Throws**: Con +6
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- **Skills:** Athletics +6, Perception +4
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- **Damage Vulnerabilities:** False
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- **Damage Immunities:** False
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- **Damage Resistances:** False
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- **Condition Immunities:** False
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- **Senses:** darkvision 60 ft., passive Perception 14
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- **Languages:** Common, Dwarvish, Giant
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### Special Abilities
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- **Cast Iron Stomach:** The thursir has advantage on saving throws against being poisoned.
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### Actions
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- **Warhammer:** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, or 15 (2d10 + 4) bludgeoning damage if used with two hands to make a melee attack.
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- **Rock:** Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.
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### Bonus Actions
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- **Runic Blood (3/Day):** The thursir touches a weapon, painting the thurs rune on the weapon in the thursir's blood. When the thursir hits with the weapon while the rune is active, the weapon deals an extra 9 (2d8) lightning damage, and the target can't take reactions until the start of its next turn. The rune lasts for 1 minute.
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