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Felguard CR: 6

Large demon, chaotic evil
Armor Class: 17
Hit Points: 120 (16d10 + 32) 16d10+32
Speed: 40 ft

STR

20 +5

DEX

12 +1

CON

15 +2

INT

6 -2

WIS

10 +0

CHA

8 -1

Damage Resistances: cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: charmed, frightened, poisoned
Senses: darkvision 120 ft., passive Perception 10
Languages: understands Abyssal and Eredun but cannot speak
Challenge Rating: 6 ( 2,300 XP)
Proficiency Bonus: +3

Demonic Fury. The felguard gains advantage on Strength-based checks and saving throws while below half its hit points.   Brutal Momentum. If the felguard moves at least 20 feet straight toward a target and then hits it with a melee weapon attack on the same turn, the target must succeed on a DC 16 Strength saving throw or be knocked prone.

Actions

b]Multiattack. The felguard makes two attacks with its Arcanite Reaver.   Arcanite Reaver. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 5) slashing damage plus 7 (2d6) fire damage.   Cleave (Recharge 5–6). The felguard swings its weapon in a wide arc. All creatures in a 10-foot cone must make a DC 16 Dexterity saving throw, taking 27 (6d8) slashing damage on a failed save, or half as much on a success.

Reactions

Felguard’s Intercept (1/turn). When an enemy moves within 10 feet of the felguard, it can move up to half its speed to intercept the creature and make a single Arcanite Reaver attack against it.

The Felguard is the quintessential demon footsoldier bred for war, armored in felsteel, and armed with a mighty two-handed axe. Often summoned by warlocks to act as frontline enforcers, Felguards possess immense strength and brutal efficiency. Though lacking intellect, their unwavering obedience and sheer physical dominance make them a terror on the battlefield. Their massive helms and crimson armor radiate with fel corruption, leaving scorched footprints in their wake.

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