16 (natural armor)
216 (16d12 + 112)
40 ft.
wis +6, con +12
athletics +13, perception +6
fire, lightning, poison
cold
charmed, frightened, poisoned
darkvision 120 ft.
Abyssal, Giant
14
+5
A creature that starts its turn within 10 feet of the fury must succeed on a DC 20 Constitution saving throw or take 11 (2d10) cold damage.
The fury has advantage on saving throws against spells and other magical effects.
The fury makes two Fist or Rock attacks.
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 10 (3d6) cold damage, or 17 (5d6) cold damage if the target took damage from the fury's Chilling Aura since the end of the fury's last turn.
Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
The fury can move up to its speed toward an enemy it can see.