Amalj'aa Pugilist (5e Creature)

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Amalj'aa Pugilist[edit]

Medium humanoid (amalj'aa), lawful neutral


Armor Class 15 (natural armor)
Hit Points 39 (6d8 + 12)
Speed 40 ft.


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 8 (-1) 12 (+1) 8 (-1)

Saving Throws Str +5, Dex +4
Skills Acrobatics +4, Perception +3, Survival +3
Proficiency Bonus +2
Damage Vulnerabilities cold
Damage Resistances fire
Senses darkvision 60 ft., passive Perception 13
Languages Draconic
Challenge 2 (450 XP)


Fire Weapons. The amalj’aa’s unarmed strikes are magical weapons. On a hit, they inflict an extra 2d4 fire damage as shown in the entries below.

Hydrophobia. If the amalj’aa is hit with or submerged in water, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. Regardless of the saving throw’s outcome, it has disadvantage on all ability checks and saving throws for 1 hour.

ACTIONS

Multiattack. The amalj'aa makes two unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage and 5 (2d4) fire damage.

Haymaker. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and 5 (2d4) fire damage, and the target must make a DC 13 Strength saving throw or be pushed up to 10 feet away from the amalj’aa and knocked prone.

REACTIONS

Deflect Missiles. The amalj’aa adds 3 to its AC against one ranged weapon attack that would hit it. To do so, it must see the attacker.

All amalj'aa know how to fight with their fists, but pugilists take it to another level. Not only are they skilled martial artists, their intense training has unlocked what the amalj’aa call “the Inner Flame”, allowing them to wreathe their fists in magical fire and burn their foes with every punch.

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