Armor Class
21
(Dragon Hide, Plus Con & Dex)
Hit Points
320
(38d12 + 73)
Speed
40 ft.
STR
25
(+7)
DEX
15
(+2)
CON
22
(+6)
INT
13
(+1)
WIS
12
(+1)
CHA
16
(+3)
Saving Throws
STR +13, CON +12
Skills
Animal Handling +7, Athletics +13, Intimidation +10, Survival +7
Senses
Passive Perception 12
Languages
Abyssal, Common, Draconic, Infernal
Challenge
18 (20,000 XP)
Proficiency Bonus
+6
Traits
Feral Instinct. You have advantage on initiative rolls. Also, if you are surprised at the beginning of combat but not incapacitated, you can act normally on your first turn if you enter a rage before doing anything else.
Brutal Critical. You can roll three additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Reckless Attack. When you make your first attack on your turn, you can decide to attack recklessly, giving you advantage on melee weapon attack rolls using STR during this turn, but attack rolls against you have advantage until your next turn.
Danger Sense. You have advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated.
Totem of the Bear. While raging, you have resistance to all damage except psychic damage.
Superiority Dice. You learn maneuvers that are fueled by superiority dice. Maneuvers enhance an attack in some way. You have 5d8 superiority dice per short rest.
Actions
Javelin +1 Melee Weapon Attack: +12 to hit, reach 30/120 ft., Hit: 10 (1d6+6) piercing damage, plus 4 rage damage.
Grovelthrash (Dormant) Melee Weapon Attack: +12 to hit, reach 5ft., Hit: 20 (1d10+7+ 2d6) bludgeoning damage, and 2d6 physic damage, plus 4 rage damage.
Breath Weapon (Black). As an action once per short rest, exhale in a 5 by 30 ft. line (DEX DC 18, half damage on success) for 21 (6d6) Acid Damage.
Bonus Actions
(4 /Day) Rage. As a bonus action enter a rage for up to 1 minute (10 rounds).
You gain advantage on STR checks and saving throws (not attacks), +4 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.
Great Weapon Master. you can choose to take a -5 penalty to the attack roll to add +10 to the attack's damage.
Maneuvers: Rally. On your turn, you can use a bonus action and expend one superiority die to grant a friendly creature who can see or hear you temp HP equal to the superiority die roll +3.
(1/ Day) Second Wind. Once per short rest, you can use a bonus action to regain 1d10 + 8 HP.
Reactions
Disarming Attack. When you hit with a weapon attack, you can expend one superiority die to add it to the damage and to disarm the target if it fails a STR saving throw (DC 19).
Maneuvers: Disarming Attack: (No Action)
Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against it (add the superiority die to the attack’s damage roll on hit).
Maneuvers: Riposte: 1 Reaction
Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to add the total to the damage roll and to increase your reach for that attack by 5 feet.
Maneuvers: Lunging Attack: (No Action)
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