Large Aberration, Unaligned
Armor Class 13 natural armor
Hit Points 26 (5d8 + 4)
Speed 35 ft.
STR
14 (+2)
DEX
12 (+1)
CON
12 (+1)
INT
14 (+2)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws WIS +5
Skills Athletics +4, Perception +5, Survival +5
Damage Vulnerabilities Lightning
Damage Resistances Fire
Condition Immunities Poisoned
Senses Darkvision, Passive Perception 16
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Reaching Grasp. The Brinsk can punch, claw, shove, grapple, and strike with their arms and melee weapons from a distance of 10 ft.

Group Coordination. The Brinsk can add +1 to their weapon attack rolls when there is another Brinsk in a radius of 20 ft.

Magical Markings. Once per long rest, the Brinsk can activate a magical ability of some sort as a bonus action, causing their red markings to glow and shimmer and any creatures within a 5 ft. radius of the Brinsk are knocked back 30 ft. by a wave of energy and must make a dexterity saving throw (DC 12). Any creatures affected by this magical ability takes 1d10 force damage on a failed save, and half damage for a successful save.

Clawed Strikes. Unarmed strikes deal 1d6 damage


 

Actions

Bite. Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) poison damage.

Sword-like weapon. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 6 (1d8 + 2) slashing damage. 

Unarmed strike. Melee attack: +2 to hit, reach 10 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Sling-like weapon. Ranged Weapon Attack: +3 to hit, range 20/90 ft., one target. Hit: 5 (1d8 + 1) fire damage.

Bonus Actions

Two-Weapon Fighting
Magical Markings ability

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Brinsk are almost alien in appearance, origin, and speech. Seemingly appearing from lands unknown, the Brinsk have a tough and scaly outer skin, eight eyes, two bony legs upon which they walk with claws on the ends, two elongated arms with claws, and a large mouth with viciously sharp fangs. The Brinsk are startlingly white all over except for some crimson-coloured distinctive markings which resemble symbols on their arms and chest. The Brinsk speak in guttural noises, clicks, and squawks to communicate with other Brinsk. When angered, the Brinsk are ferocious forces in combat due to their large size and alienlike actions and weapons. In terms of weapons, the Brinsk usually wield a weapon similar to a sword, but its made of an unknown material with undiscovered properties. The Brinsk also use a weapon that operates similarly to a sling, which hurls blue spheres of an unknown material that are flammable. There are several theories as to where the Brinsk came from, several of which imply that they came from a parallel dimension of some sort which has not been discovered yet. Others say the Brinsk are monsters that have awakened from their century-long sleep from the bottom of the ocean. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Crusader_MM_06

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