Thursir
Large Giant, Neutral Evil (50%) or Lawful Evil (50%)
Armor Class 13 (chain shirt)
Hit Points 114 (12d10 + 48)
Speed walk +40
Challenge 3
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
Special Abilities
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.
Source: Tome of Beasts 2023 · OGL/Open