18 (natural armor)
296 (17d20 + 119)
40 ft., climb 20 ft.
Con +13, Wis +7
Perception +7
cold, poison; bludgeoning, piercing, and slashing from nonmagical attacks
charmed, frightened, paralyzed, poisoned, prone
darkvision 90 ft.
-
20
The Ragnar has advantage on Wisdom (Perception) checks that rely on hearing or smell.
If the Ragnar fails a saving throw, it can choose to succeed instead.
The Ragnar has advantage on saving throws against spells and other magical effects.
The Ragnar does double damage to objects and structures.
The Ragnar makes one bite attack and two slam attacks.
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage.
The Ragnar 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. The Ragnar regains spent legendary actions at the start of its turn.
The Ragnar makes a slam attack. If the attack hits, the target must succeed on a DC 17 Strength saving throw or be pushed 15 feet in a straight line away from the Ragnar. If the saving throw fails by 8 or more, the target falls prone.
Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
The Ragnar makes a bite attack.