Skandhamaran demons, known as Red Furies, are a part of the armies of the Abyss, great fiendish giants driven to pure rage by constant torment and magical imprisonment within their armour. They are engines of destruction when unleashed upon the battlefield, as risky to their allies as to their foes. They are generally only used when the situation is dire - or when great and painful destruction is desired. They use great chains of cold-forged black iron attached to enormous bone weights as terrible flails.
Hooks:
SKANDHAMARAN (RED FURY) Huge fiend (demon), chaotic evil Armour Class 22 (juggernaut plate) Hit Points 172 (15d12 + 60) Speed 20ft. Str 24 (+7); Dex 12 (+1); Con 19 (+4); Int 8 (-1); Wis 12 (+1); Cha 9 (-1) Proficiency bonus +5 Saving Throws Str +12, Con +9, Cha +4 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities poisoned Senses darkvision 120ft., passive Perception 11 Languages Abyssal, telepathy 120ft. Challenge 13 (10,000 XP) Magic Resistance. The skandamaran has advantage on saving throws against spells and other magical effects. Red Fury. If the skandhamaran is reduced to 85 hit points, or if it begins its turn with 85 or fewer hit points, it enters a fury until the end of its next round. While in a fury, attacks against the skandhamaran have advantage, and the skandhamaran gains advantage on all of its attacks. While in a fury, the skandhamaran gains +6 to its damage with any melee attacks, and gains resistance to all damage except psychic and radiant damage. Siege Monster. The skandhamaran deals double damage to objects and structures. ACTIONS Flailstorm. The skandhamaran makes one flail attack on each creature within 15 feet. Multiattack. The skandhamaran makes three flail attacks and one stomp attack. Flail. Melee Weapon Attack: +12 to hit, reach 15ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. Stomp. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage, and the target must succeed on a DC 20 Strength saving throw or be knocked prone. Updated from the original version of the Red Fury, originally published on 2 July 2020. Comments are closed.
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