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___ > ## Marauder
CR 15
>*Medium fiend, lawful evil* > ___ > - **Armor Class** 17 (half-plate), 20 (Argent Shield) > - **Hit Points** 190 (20d8 + 100) > - **Speed** 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|19 (+4)|20 (+5)|10 (+0)|16 (+3)|10 (+0)| > ___ > - **Damage Resistances** fire, cold, poison, bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered > - **Skills** Athletics +11, Intimidation +10 > - **Senses** passive Perception 13 > - **Languages** Common, Abyssal, Infernal > - **Challenge** 15 (13,000 XP) > ___ > ***Evasion.*** If the marauder is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. > ### Actions > ***Multiattack.*** The marauder makes three attacks with its argent axe. > > ***Argent Axe.*** *Melee or Ranged Weapon Attack:* +11 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 25 (3d12 + 6) force damage. > > ***Axe Wave.*** *Ranged Spell Attack:* +11 to hit, range 100 ft., one target. *Hit:* 51 (7d12 + 6) force damage. > > ***Double-Barreled Shotgun.*** The marauder shoots its shotgun in a 15-foot cone. Each creature in in that area must succeed a DC 17 Dexterity saving throw or take 37 (6d10 + 4) piercing damage and be pushed 10 feet back. > > ***Argent Shield.*** The marauder holds up a wide shield made of argent energy until the start of its next turn. While the shield is raised, it adds 3 to its AC, its speed is halved, and it has resistance to all damage.
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___ > ### Reactions > ***Hack.*** When the marauder takes damage, it lowers its argent shield if raised, then moves up to 10 feet and makes one argent axe attack. > > ***Block.*** The marauder raises its argent shield and gains its benefits against one attack that would hit it. To do so, the marauder must see the attacker. Afterwards, the shield is lowered. > > ***Summon Dire Wolf (Recharge 6).*** When the marauder takes damage while its argent shield is up, it magically summons a dire wolf in an unoccupied space within 5 feet of it. This dire wolf adds 3 to its attack rolls and saving throws. The dire wolf can immediately move and make one bite attack as part of this reaction. > > Afterwards, the dire wolf acts right after the marauder on the same initiative count and fights until it is destroyed. It disappears when the marauder is destroyed. Only one dire wolf can be summoned at a time.
> Concept from *DOOM Eternal*.