Brutal Critical. Chesty can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Feral Instinct. Chesty has advantage on initiative rolls.
Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Totem. Eagle - While raging, other creatures have disadvantage on opportunity attack rolls against Chesty.
Spellcasting. Chesty can innately cast the following spells:
Faerie Fire - Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the Duration, Objects and affected Creatures shed dim light in a 10-foot radius. (CONCENTRATION DC 10 or Half of damage taken, which ever is higher)
Multiattack. Chesty makes two attacks.
Power Gauntlet. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 7) bludgeoning damage, and additional 7 (2d6) force damage from the power gauntlet.
Returning Handaxe. Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target. Hit: 10 (1d6 + 6) magical slashing damage.
Dash. Double movement for current turn.
Daunting Roar. (1/short rest) Creatures within 10 ft. of Chesty and that can hear him must succeed a DC 18 Wisdom Saving Throw or be frightened.
Shove. Chesty can either to knock a target prone or push it away (10ft).
Rage. While raging Chesty gains advantage on STR checks and saving throws. Chesty also gains +3 to attacks which are build into the sheet. Rage is lost after one minute or when going a turn without.
Instinctive Pounce. As part of the bonus action you take to enter your rage, you can move up to half your speed.
Legendary Resistance: (3) On a failed save, Chesty can choose to succeed instead.
Lair Actions
On initiative count 20 (losing initiative ties), Chesty takes a lair action to cause one of the following effects; Chesty can’t use the same effect two rounds in a row:
- Knockdown - The lair shakes and rumbles causing player to lose balance. Player must succeed on on Dex Saving throw 20 or be knocked prone.
- Buried - Part of the ceiling collapses above one creature (PC with highest d20 roll. The creature must succeed on a DC 18 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Chesty takes a lair action to cause one of the following effects; Chesty can’t use the same effect two rounds in a row:
- Knockdown - The lair shakes and rumbles causing player to lose balance. Player must succeed on on Dex Saving throw 20 or be knocked prone.
- Buried - Part of the ceiling collapses above one creature (PC with highest d20 roll. The creature must succeed on a DC 18 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
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