Medium humanoid (any), any lawful
Armor Class 18 (breastplate, shield)
Hit Points 145 (20d8 + 100)
Speed 40 ft.
Abilities Str 20 (+5), Dex 15 (+2), Con 20 (+5), Int 10 (+0), Wis 13 (+1), Cha 13 (+1)
Saving Throws Str +9, Dex +6, Con +9
Skills Acrobatics +10, Athletics +13, Intimidation +5, Perception +5
Damage Vulnerabilities necrotic
Damage Resistances acid, cold, fire, lightning, thunder
Senses passive Perception 15
Challenge 11 (7,200 XP)
Enhanced. The spearwielder has advantage on Strength, Dexterity, and Constitution ability checks and melee weapons deals one extra die of its damage when the spearwielder hits with it (included in the attack).
Indomitable (2/Day). The spearwielder rerolls a failed saving throw.
Necrotic Susceptibility. If the spearwielder takes 15 or more necrotic damage in a single turn, it must make a Constitution saving throw with a DC of 5 + the damage taken. On a failed save, the spearwielder is paralyzed until the end of its next turn.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, the spear wielder can regain 20 hit points.
Standing Leap. The spearwielder’s long jump is up to 40 feet and its high jump is up to 20 feet with or without a running start.
Multiattack. The spearwielder makes three attacks or two ranged attacks.
Spear. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft., or range 30/90 ft., one target. Hit: 12 (2d6 + 5) piercing damage or 14 (2d8 + 5) piercing damage if used with two hands to make a melee attack.
Coup de Gras (Recharge 6). The spearwielder makes a melee or ranged weapon attack against a creature that it can see within range. On a hit, the target must succeed on a DC 17 Constitution saving throw. A target that has 50 or more remaining hit points automatically passes its saving throw. On a failed saving throw, the target’s hit points drop to 0. On a success, the target takes the normal damage from the attack plus an extra 35 (10d6) damage of the same type.