Dyra Juggernaut
The Griffon's Saddlebag: Book Two p. 393 (Third Party)
- Size
- Medium
- Type
- fiend
- Alignment
- neutral evil
- AC
- 18 (natural armor)
- Hit Points
- 136 (16d8+64)
- Speed
- walk 40 ft., climb 30 ft.
- Saving Throws
- Con +8
- Skills
- Athletics +9, Perception +4
- Resistances
- bludgeoning, piercing, and slashing damage from nonmagical attacks
- Immunities
- fire, poison
- Condition Immunities
- exhaustion, poisoned
- Senses
- darkvision 60 ft.
- Passive Perception
- 14
- Languages
- Abyssal, Common, Infernal
- Challenge
- 10
- Lineage
- Dyra
Traits
Proficiency Bonus
+4
Electrical Overload
If the dyra takes 25 lightning damage or more during a single turn, it must succeed on a DC 18 Constitution saving throw or become paralyzed until the end of its next turn.
Immutable Form
The dyra is immune to any spell or effect that would alter its form.
Magic Weapons
The dyra's weapon attacks are considered magical
Siege Monster
The dyra deals double damage to objects and structures.
Actions
Multiattack
The dyra uses its Electrostatic Discharge, if available. Then it makes two slam attacks.
Slam
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) bludgeoning damage plus 5 (1d10) fire damage.
Electrostatic Discharge
The dyra expels a burst of electricity in a 15-foot radius around itself. Each creature other than the dyra in the area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 28 (8d6) lightning damage and is stunned until the end of the dyra's next turn. On a successful save, the creature takes half as much damage and isn't stunned.
recharge
D5
Reactions
Voltaic Grounding
When the dyra is subjected to lightning damage, it makes a DC 18 Constitution saving throw. On a successful save, it takes no damage instead and its Electrostatic Discharge immediately recharges if it wasn't already charged.
Other data
description
Infernal Barbarians take power from an infusion of fiendish energy, often transfused with blood magic, that imbues them with the wrath of the Lower Planes. Many of them are coerced into contracts and deals, while others seek this power willingly, or in a desperate attempt to survive the perils of the Iron Maw Arena.