Thursir
Large Giant, Neutral Evil (50%) or Lawful Evil (50%)
False
Armor Class 13 (chain shirt)
Hit Points 114 (12d10 + 48)
Speed 40 ft.
- STR
- 19 (+4)
- DEX
- 10 (+0)
- CON
- 18 (+4)
- INT
- 13 (+1)
- WIS
- 15 (+2)
- CHA
- 11 (+0)
Saving Throws Con +6
Skills Athletics +6, Perception +4
Damage Vulnerabilities False
Damage Resistances False
Damage Immunities False
Condition Immunities False
Senses darkvision 60 ft., passive Perception 14
Languages Common, Dwarvish, Giant
Challenge 3
Traits
Cast Iron Stomach. The thursir has advantage on saving throws against being poisoned.
Actions
Warhammer. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, or 15 (2d10 + 4) bludgeoning damage if used with two hands to make a melee attack.
Rock. Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.
Bonus Actions
Runic Blood (3/Day). The thursir touches a weapon, painting the thurs rune on the weapon in the thursir's blood. When the thursir hits with the weapon while the rune is active, the weapon deals an extra 9 (2d8) lightning damage, and the target can't take reactions until the start of its next turn. The rune lasts for 1 minute.






