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Thursir 2014

CR 3 giant

Large giant, Neutral Evil (50%) or Lawful Evil (50%)


Armor Class
13 (chain shirt)
Hit Points
114 (12d10 + 48)
Speed
40 ft.

STR19 (+4)
DEX10 (+0)
CON18 (+4)
INT13 (+1)
WIS15 (+2)
CHA11 (+0)

Saving Throws
Constitution +6
Skills
Athletics +6, Perception +4
Senses
darkvision 60 ft., passive Perception 14
Languages
Common, Dwarvish, Giant
Challenge
3 (700 XP) · Proficiency Bonus +2

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.

Source: Tome of Beasts 1 (2023 Edition) (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details