Mjork Charger

Large elemental, Chaotic Neutral

Armor Class

13 (natural armor)

Hit Points

104 (11d10 + 44)

Speed

walk 40 ft.

Damage Resistances

bludgeoning, Piercing or Slashing damage from nonmagical attacks

Damage Vulnerabilities

Thunder

Damage Immunities

Fire, Poison

Condition Immunities

Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious

Senses

darkvision 60 ft.

Languages

Ignan, Terran

Challenge

7

Proficiency Bonus

+3

Charge

If the mjork charger moves at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 4 (1d8) bludgeoning damage and 3 (1d6) fire damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or fall prone.

Fiery Body

A creature that touches the mjork charger or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.

Illumination

The mjork charger sheds dim light in a 10-foot radius.

Momentum

If the mjork charger moves on its turn before attacking, creatures have disadvantage on attack rolls for opportunity attacks against it.

Smoke Sense

A mjork charger in contact with smoke has blindsight in that smoke's area in a radius of up to 120 feet.

Water Susceptibility

For every 5 feet the mjork charger moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Multiattack

The mjork makes two slam attacks.

Slam

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage and 7 (2d6) fire damage.