22 (natural armor)
337 (27d10 + 189)
30 ft.
Str +15, Int +12
Athletics +22, History +12, Insight +10, Intimidation +17, Perception +10, Survival +10
cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
fire, poison
poisoned
darkvision 120 ft.
Celestial, Common, Draconic, Infernal, telepathy 120 ft.
22
+7
Magical darkness doesn't impede Abigor's darkvision.
Abigor has advantage on saving throws against spells and other magical effects.
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.
Abigor can take 3 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. Abigor regains spent legendary actions at the start of its turn.
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.