Medium humanoid, lawful evil
- Armor Class
- 18 (plate armor)
- Hit Points
- 143 (22d8 + 44)
- Speed
- 25 ft.
- Challenge
- 9 (5,000 XP)
STR
20
+5
DEX
15
+2
CON
14
+2
INT
15
+2
WIS
14
+2
CHA
12
+1
- Saving Throws
- Con +6, Str +9
- Skills
- Athletics +9, Perception +6, Intimidation +5
- Damage Resistances
- poison
- Senses
- darkvision 60 ft., passive Perception 16
- Languages
- Common, Dwarvish, Undercommon
Traits
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.