Armored Knight Ramaha
The Ramaha can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Ramaha regains spent legendary actions at the start of its turn. Attack Ramaha can use one of his attacks. Move. Ramaha can move up to half his movement. Back to Main Page → 5e Homebrew → Creatures
Armor Class 27 (Armor of Daminia)
Hit Points 5140 (80d100 + 350)
Speed 30 ft.
Saving Throws Str +24, Dex +14, Wis +24
Skills Arcana +19, Intimidation +38, Perception +38
Damage Vulnerabilities —
Damage Resistances —
Damage Immunities bludgening, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened, deafened, exhausted
Senses passive Perception 10
Languages Common, Draconic, Sylvan
Challenge 50 (0 XP)
Actions
Reactions
Legendary Actions
⚠️ D&D Wiki Homebrew
This content was imported from D&D Wiki. It has not been vetted for game balance. Use with DM discretion.
Source: D&D Wiki - Armored Knight Ramaha (5e Creature)
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