Ahmaergo
Waterdeep: Dragon Heist p. 193
- Size
- Medium
- Type
- humanoid (dwarf)
- Alignment
- lawful evil
- AC
- 18 (plate armor)
- Hit Points
- 143 (22d8+44)
- Speed
- walk 25 ft.
- Saving Throws
- Str +9, Con +6
- Skills
- Athletics +9, Intimidation +5, Perception +6
- Resistances
- poison
- Senses
- darkvision 60 ft.
- Passive Perception
- 16
- Languages
- Common, Dwarvish, Undercommon
- Challenge
- 9
Traits
Dwarven Resilience
Ahmaergo has advantage on saving throws against being poisoned.
Indomitable (2/Day)
Ahmaergo can reroll a saving throw that he fails. He must use the new roll.
recharge
2/DAY
Second Wind (Recharges after a Short or Long Rest)
As a bonus action, Ahmaergo can regain 20 hit points.
recharge
SHORT
Extra Damage
If Ahmaergo has more than half his hit points remaining he deals an extra 7 (2d6) slashing damage on every hit.
Actions
Multiattack
Ahmaergo makes three attacks with his greataxe.
Greataxe
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage
Heavy Crossbow
Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Other data
description
Ahmaergo, Xanathar's majordomo, has a fascination with minotaurs. Although outwardly civil, the shield dwarf is as devious and corrupt as the worst devil, yet also unflinchingly loyal to his beholder master.
After the beholder, Ahmaergo is the most influential member of the Xanathar Guild.