Small/Medium humanoid, chaotic evil
- Armor Class
- 16
- Hit Points
- 247 (26d8 + 130)
- Speed
- 40 ft.
- Challenge
- 11 (7,200 XP)
STR
15
+2
DEX
17
+3
CON
20
+5
INT
16
+3
WIS
15
+2
CHA
13
+1
- Saving Throws
- Con +9, Dex +7, Wis +6
- Skills
- Stealth +7, Deception +5, Perception +6
- Senses
- passive Perception 16
- Languages
- Common, Thieves' cant
Traits
Evasion.
If the marauder is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the marauder instead takes no damage if it succeeds on the save and only half as much damage if it fails. It can't use this trait if it has the Incapacitated condition.
Actions
Multiattack.
The marauder makes three Aberrant Strike attacks.
Aberrant Strike.
Melee Attack Roll: +7, reach 5 ft. Hit: 13 (3d6 + 3) Piercing damage, plus 21 (6d6) Force damage if the marauder had Advantage on the attack roll.
Bonus Actions
Spellcasting
Spellcasting.
The marauder casts one of the following spells, requiring no Material components and using Constitution as the spellcasting ability (spell save DC 17):