Fimir Hunter (5e Creature)

Fimir Hunter

Medium humanoid (fimir), lawful evil


Armor Class 17 (heavy armor)
Hit Points 66 (7d10 + 28)
Speed 30 ft.


STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 18 (+4) 9 (-1) 15 (+2) 9 (-1)

Skills Insight +4, Perception +4, Stealth +4, Survival +4
Senses darkvision 40 ft., passive Perception 14
Languages Draconic, Fimir
Challenge 2 (450 XP)


Cold Blooded. The fimir has advantage on saving throws against being charmed or frightened.

Fenlurkers. The fimir has advantage on Dexterity (Stealth) checks in swamps, fens, moors, or similar terrain. In addition, the fimir counts as having half cover against ranged attacks whilst in fog or mist.

Hold Breath. The fimir can hold its breath for 15 minutes.

ACTIONS

Multiattack. The fimir makes one macestaff attack and one tail attack

Macestaff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.


To the isolated settlements of fog-shrouded fen and swamp, the fimir are creatures of sinister legend made manifest. Cold and cruel and mightier than any man, with a single baleful eye atop a pointed snout bristling with jagged fangs. To some, these scaled nightmares are daemons incarnate but the truth is much stranger and darker.


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