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
STR
20
+5
DEX
15
+2
CON
14
+2
INT
15
+2
WIS
14
+2
CHA
12
+1

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.