Drinks Poison Daily. As a direct result of drinking poisonous Molotov Cocktails as a battle strategy, He has built up a tolerance to poison, this gives him advantage on saving throws against being poisoned.
Massive Build. Barbarian Boss count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Huge Hands. Has advantage when trying to grapple someone
Back Shield. The shield on his back gives him 25 AC against attacks form behind
Giant Punch. Melee Weapon Attack: +10 to hit, reach 15 ft., 1 target. Hit: 19 (3d10 + 4) [Bludgeoning] damage. Hits all creature within 5 ft of the Target. All hit targets must make a DC 20 Constitution Roll or be knocked back 10 ft and knocked prone
Shield Spikes. Melee Weapon Attack: range 50 ft long 20 ft wide line., Hit: 14 (3d8 + 2) [Piercing] damage. All hit targets must make a DC 20 Constitution Roll or be knocked back 10 ft and knocked prone
Shield Slam. Melee Weapon Attack: range 35 ft long 20 ft wide line., Hit: 14 (3d8 + 10) [Piercing] damage and 25 (5d10 +10) [Bludgeoning] damage. All hit targets will have to make a DC 25 Constitution Save, if success they are knocked prone, if failed they are smashed into the ground, making them restrained, and they(or an ally) will have to succeed on a DC 18 Strength save to get out. If this attack successfully hits an enemy, he will react by laughing at them, this gives any attack against him advantage/gives him disadvantage on dex saves and perception checks until his next turn. While preforming this attack he does a somersault over the shield and lands on the other side
Toxic Belch. The barbarian boss drinks a poisoned Molotov cocktail, causing him to breath fire and propel himself back like a rocket: Ranged Weapon Attack: +8 to hit, range 20 ft long 15 ft wide line., Hit: 14 (4d4) [Fire] damage. This also causes him to fly backwards as a Ranged Weapon Attack: +12 to hit, range 120 ft long 25 ft wide line., Hit: 14 (4d10) [Bludgeoning] damage. All hit targets must make a DC 20 Constitution Roll or be knocked back 10 ft and knocked prone
Description
Lives for war. Loves killing to much. while fighting he ignores the presence of his allies, often accidentally hitting them with his attacks
Loves beer
Lair and Lair Actions
Barbarian War Camp. Usually Fights in a Large Wooden Arena, With two massive locked doors on each end, and Crowds of Barbarians on each side
Lair Actions
On initiative count 2 (losing initiative ties), the [Barbarian Boss] takes a lair action to cause one of the following effects
- Reinforcements (Costs 1 Actions). Summons one barbarian from the crowd to fight with him, can only have two at once
Previous Versions
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8/16/2020 1:49:26 AM
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13
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0
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5
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Coming Soon
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