Super Heavy. Brerix is super heavy, when he moves, everything in a 50ft radios from him must make a dex saving throw or be prone for a turn.
Earth Shake. Once a turn Berix can shake the earth around him in a 20ft radios. All those caught within the given range must make a dex saving throw, or be prone for a turn.
Continental Stomp. Melee Attack: +3 to hit, reach 15 ft., 1 target. Hit: 17 (1d12 + 7) Bludgeoning damage.
Tail Swipe. Melee Attack: +3 to hit, reach 15 ft., 2 targets. Hit: 13 (1d12 + 2) Bludgeoning damage.
Terraforming. Ranged Attack: +2 to hit, range 0/50ft., 3 targets. Hit: 20 (1d20 + 4) Piercing/Magic damage.
Protect the Earth: As a bonus action Brerix calls on the creatures on his shell for aid. Roll a 1d4 for the creatures difficulty. (any creature within that range is allowed)
Bulky Stance. As a reaction Brerix can replenish 1d4 hit points after taking damage from a physical attack of any kind.
Once one of Brerixs' body parts is severely damaged he can use his legendary action.
Earthly Rage (Costs 1 Actions). After a body part is severely damaged, the creature goes into a fit of rage. Increasing all physical attacks damage by +6
Once Brerixs' hit points goes below 100, the mythic action activates.
Aromatherapy (Costs 2 Actions). Every two turns in combat, Brerix releases poisonous pollen from the flowers that had grown on its shell. All players in a 30 ft radios from Brerix must make a constitution saving throw above 14 to negate being paralyzed.
When a player is paralyzed, the must make a constitution saving throw every turn. If failed, they take 1d4 poison damage. On a successful roll, paralysis wears off, and the poisoned affect goes away.
Description
Brerix is a gigantic tortoise shaped, earth elemental. His shell is covered in what appears to be a small ecosystem, being home to a lot of creatures up to the size of young dragons. Generally kind in nature, Brerix was forced to the ethereal plane and almost refuses to move from his resting place, in fear of causing destruction where he walks.
Lair and Lair Actions
Brerixs' lair is the Alberat Forest. Residing in his shell until disturbed from his slumber, he let the forest grow on his back.
Lair Actions
On initiative count 1 (losing initiative ties), Brerix takes a lair action to cause one of the following effects; Brerix can’t use the same effect two rounds in a row:
- Stone Walls: Brerix creates a 10ft tall stone all 30 ft in either direction from where he was facing. The stone wall has an AC of 13 and lasts till the encounter is over.
- Minor Healing: Using the plants around him, Brerix can heal 1d6 damage a turn.
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