Giant Ram
Bigby Presents: Glory of the Giants p. 153
- Size
- Large
- Type
- fey
- Alignment
- unaligned
- AC
- 13 (natural armor)
- Hit Points
- 28 (3d10+12)
- Speed
- walk 50 ft.
- Resistances
- cold, fire, lightning
- Passive Perception
- 12
- Challenge
- 1
- Lineage
- Giant Animal, Ram
Traits
Proficiency Bonus
+2
Magic Resistance
The ram has advantage on saving throws against spells and other magical effects.
Actions
Ram
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage plus 3 (1d6) force damage. If the ram moved at least 20 feet straight toward the target immediately before the hit, the target must succeed on a DC 14 Strength saving throw or have the prone condition.
Force Bolt
Ranged Spell Attack: +4 to hit, range 30 ft., one target. Hit: 7 (2d6) force damage.
Reactions
Absorbent Fleece (Recharge 6)
Immediately after the ram succeeds on a saving throw against a spell or a spell's attack misses it, the ram can make one Force Bolt attack.
recharge
D6
Other data
description
Giant rams are prized livestock among giants. The rams' fleece stores magical energy by absorbing ambient magic and drawing power from spells. While a ram is alive and unshorn, it uses its fleece's magic for self-defense, channeling the power it absorbs into a magical blast to drive off predators. If the fleece is shorn from the ram without damaging the creature, it can be made into a protective magical garment. When woven into cloth, the fleece serves as a cloak of protection It can also be woven into the lining of armor to make armor of resistance that protects against cold, fire, or lightning damage.