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Ahmaergo

Medium humanoid (dwarf), Lawful Evil

Armor Class 18 ({@item plate armor|phb})

Hit Points 143 (22d8 + 44)

Speed 25 ft.

STR 20 (+5)
DEX 15 (+2)
CON 14 (+2)
INT 15 (+2)
WIS 14 (+2)
CHA 12 (+1)

Saving Throws STR +9, CON +6

Skills Athletics +9, Intimidation +5, Perception +6

Damage Resistances poison

Senses darkvision 60 ft., passive Perception 16

Languages Common, Dwarvish, Undercommon

Challenge 9

Dwarven Resilience. Ahmaergo has advantage on saving throws against being poisoned.

Indomitable (2/Day). Ahmaergo can reroll a saving throw that he fails. He must use the new roll.

Second Wind (Recharges after a Short or Long Rest). As a bonus action, Ahmaergo can regain 20 hit points.

Extra Damage. If Ahmaergo has more than half his hit points remaining he deals an extra 7 (2d6) slashing damage on every hit.

Actions

Multiattack. Ahmaergo makes three attacks with his greataxe.

Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Source

WDH, p. 193