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Arx

Size
Large
Type
Fiend
Challenge Rating
9
Source
Tome of Beasts 2023
Alignment
Lawful-Evil
Armor Class
17
Speeds
20, fly 30
Walking Speed
20
Flying Speed
30
Strength Score
20
Dexterity Score
8
Constitution Score
19
Intelligence Score
11
Wisdom Score
15
Charisma Score
8
Saving Throws
Strength
Skill Proficiencies
Athletics, Perception
Languages Ref
Abyssal, Infernal, telepathy 60 ft.
Hit Points
171
Resistances
Resistant to Cold Damage, Resistant to Fire Damage, Resistant to Lightning Damage, Resistant to Poison Damage
Languages
Abyssal, Infernal, Telepathy (60ft)

Large fiend, Lawful Evil


Armor Class 17 (natural armor)

Hit Points 171 (18d10 + 72)

Speed 20 ft., fly 30 ft.


STR
20 (+5)
DEX
8 (−1)
CON
19 (+4)
INT
11 (+0)
WIS
15 (+2)
CHA
8 (−1)

Saving Throws Str +9

Skills Athletics +9, Perception +6

Damage Vulnerabilities False

Damage Resistances cold, fire, lightning, poison

Damage Immunities False

Condition Immunities False

Senses darkvision 90 ft., passive Perception 16

Languages Abyssal, Infernal, telepathy 60 ft.

Challenge 9 (5,000 XP)

Immutable Form. The arx is immune to any spell or effect that would alter its form.

Magic Resistance. The arx has advantage on saving throws against spells and other magical effects.

Spiky Hide. A creature that touches the arx or hits it with a melee attack while within 5 feet of it takes 4 (1d8) piercing damage. This trait also applies to the arx's walls.

Actions

Multiattack. The arx makes two Claw attacks and one Spear attack.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage.

Spear. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage, or 14 (2d8 + 5) piercing damage if used with two hands to make a melee attack.

Wall Smash. If the arx has its wall set up (see Emplace Wall), it can briefly close the panels of the wall in on each other. Each creature other than the arx between the panels in a 10-foot cone from the corner where the panels meet must make a DC 16 Dexterity saving throw, taking 28 (8d6) bludgeoning damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Emplace Wall (Recharge 3-6). The arx extends its hardened elytra and casts them into the ground, creating a wall. The wall is 3 inches thick and is composed of two 10-foot-by-10-foot panels. The panels must connect perpendicular to each other, forming a corner behind the arx. If the wall falls in a creature's space when the arx places it, the creature must make a DC 16 Dexterity saving throw. On a failure, the creature takes 10 (3d6) bludgeoning damage, and the arx determines to which side of the wall the creature is pushed. On a success, the creature takes half the damage and decides to which side of the wall it is pushed.

Description

False

Stat block from Tome of Beasts 2023 (Kobold Press), Open Game Content used under the Open Game License 1.0a. Tome of Beasts. 2023 Open Design LLC. All rights reserved. It is not Geminaea material. See Legal.