Failed to load data. Try again
Abigor
- STR
- 27 (+8)
- DEX
- 14 (+2)
- CON
- 25 (+7)
- INT
- 20 (+5)
- WIS
- 16 (+3)
- CHA
- 16 (+3)
Magical darkness doesn't impede Abigor's darkvision.
Abigor has advantage on saving throws against spells and other magical effects.
Actions
Abigor makes four attacks using its Warhammer, Throwing Hammer, or a combination of the two.
Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 3 (1d6) thunder damage.
Ranged Weapon Attack: +15 to hit, range 30/60 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 3 (1d6) thunder damage. Hammers thrown this way fall and stick into the ground after hitting their target and a new hammer appears in Abigor's hand.
Abigor causes all its hammers left on the battlefield to bristle with thunderous energy, exploding outwards with a roar. All creatures within a 10-foot-radius sphere centered on each hammer must make a DC 22 Constitution saving throw. Targets take 26 (4d12) thunder damage on a failed save, or half as much damage on a successful one. If a creature is within multiple spheres, it must make the save multiple times, taking damage from each source.
Legendary Actions
Legendary Action Uses: 3. Immediately after another creature's turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.
Abigor makes a Throwing Hammer attack.
Abigor targets a hammer that it can see within 60 feet to let out a thunderous roar. Creatures within a 10-foot-radius sphere centered on the hammer must make a DC 22 Constitution saving throw, taking 26 (4d12) thunder damage on a failed save, or half as much damage on a successful one.
Find this creature in the encounter builder

Source: Chains of Asmodeus, p. 193 - Licenses and attribution