# Thursir *Large* *Giant* *Neutral Evil (50%) or Lawful Evil (50%)* - **Armor Class:** 13 (chain shirt) - **Hit Points:** 114 (12d10 + 48) - **Speed:** walk 40 ft. - **Challenge Rating:** 3 (700 XP) - **Source:** Tome of Beasts 2023, page 210 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 19 (+4) | 10 (+0) | 18 (+4) | 13 (+1) | 15 (+2) | 11 (+0) | - **Saving Throws**: Con +6 - **Skills:** Athletics +6, Perception +4 - **Damage Vulnerabilities:** False - **Damage Immunities:** False - **Damage Resistances:** False - **Condition Immunities:** False - **Senses:** darkvision 60 ft., passive Perception 14 - **Languages:** Common, Dwarvish, Giant ### Special Abilities - **Cast Iron Stomach:** The thursir has advantage on saving throws against being poisoned. ### Actions - **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. - **Rock:** Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage. ### Bonus Actions - **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.