Maramorian Warrior (5e Creature)

Maramorian Warrior

Large monstrosity, lawful neutral


Armor Class 14 (natural armour)
Hit Points 142 (15d10 + 60)
Speed 30 ft.


STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 18 (+4) 12 (+1) 15 (+2) 13 (+1)

Skills Stealth +7
Damage Resistances fire
Senses darkvision 60 ft., passive Perception 12
Languages Common, Ignan, Maramorian
Challenge 7 (2,900 XP)


Desert Camouflage. The maramorian has advantage on Dexterity (Stealth) checks made to hide in sandy terrain.

ACTIONS

Multiattack. The maramorian makes two melee attacks or two ranged attacks.

Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60, one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage when used in two hands to make a melee attack.

REACTIONS

Parry. The maramorian adds 3 to its AC against one melee attack that would hit it. To do so, the maramorian must see the attacker and be wielding a melee weapon.

The maramorian tribes use very little metal, but those hunters that perform well earn the right to wield flails and the title of warrior. Warriors frequently lead hunting parties, though they are formidable opponents in personal combat as well.


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