Huge fiend, chaotic evil
- Armor Class
- 16 (natural armor)
- Hit Points
- 216 (16d12 + 112)
- Speed
- 40 ft.
- Challenge
- 14 (11,500 XP)
STR
26
+8
DEX
10
+0
CON
25
+7
INT
10
+0
WIS
12
+1
CHA
11
+0
- Saving Throws
- Con +12, Wis +6
- Skills
- Athletics +13, Perception +6
- Damage Resistances
- fire; lightning; poison
- Damage Immunities
- cold
- Condition Immunities
- charmed; frightened; poisoned
- Senses
- darkvision 120 ft., passive Perception 16
- Languages
- Abyssal, Giant
Traits
Chilling Aura.
A creature that starts its turn within 10 feet of the fury must succeed on a DC 20 Constitution saving throw or take 11 (2d10) cold damage.
Magic Resistance.
The fury has advantage on saving throws against spells and other magical effects.
Actions
Multiattack.
The fury makes two Fist or Rock attacks.
Fist.
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 10 (3d6) cold damage, or 17 (5d6) cold damage if the target took damage from the fury's Chilling Aura since the end of the fury's last turn.
Rock.
Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
Bonus Actions
Charge.
The fury can move up to its speed toward an enemy it can see.