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Myrman

Large fiend, any
Armor Class 17
Hit Points 216 (26d10+78)
Speed 35ft Fly: 60ft

STR
24 +7
DEX
18 +4
CON
16 +3
INT
10 0
WIS
16 +3
CHA
7 -2

Saving Throws Strength +10, Constitution +6
Skills Animal Handling +6, Investigation +3, Persuasion +1, Athletics +10, Perception +6, Stealth +7, Survival +6
Damage Vulnerabilities Cold, Radiant, Necrotic
Damage Resistances Piercing
Damage Immunities Fire, Poison
Condition Immunities Charmed, Proned
Senses Truesight
Languages Common, Infernal, Deep Speech
Challenge 11


Multi attack/ The Myrman can make three attacks, one with its tail, one with its Huge Claw and one with its Scorpian's Claw


Actions

Huge Claw Melee Weapon Attack: +11 to hit, reach 5ft. one target. Hit: 15 (1d8+11) 1d8+11 slashing damage   Scorpian's Claw Melee Weapon Attack: +11 to hit, reach 5ft. one target. Hit: 24 (3d8+11) 3d8+11 piercing damage     Scorpian's Tail Melee Weapon Attack: +11 to hit, reach 5ft. one target. Hit: 24 (4d10+10) 4d10+10 poison damage, dc 14 con or target becomes poisoned  

Reactions

Flaming Disruption When he is affected by a spell effect, he can use his reaction to use flame breath(cannot be used for anything else). This flame disrupts the spell, if he rolls damage higher than the spell DC he gains advantage on the save. If he rolls damage higher than the spell attack, he burns the attack away. The spell caster then takes half the damage as magical fire damage. The damage is 4d6 4d6 magical fire


 

A strange mix between a scorpion, a bear and a humanoid, the myrman is not a naturally occurring creature. It is in fact a cursed humanoid, someone who was overcome with greed or a lust for power and so a being of great power placed the curse upon them (this can be a divine being or a powerful spellcaster)


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