Chrome Armor. Brindle Maul wears a ring on a necklace that contains and deploys a liquid, skin tight chrome armor. The Armor has an Armor Class of 70 and covers a creature that uses the ring. The Armor seals any holes and damage done to it. Can only be taken off and deployed by using the ring. Armor stays inside the Ring until deployed. without the armor, Brindle Maul has an AC of 22.
Spectral Lance. Brindle Maul has a black lance that he can recall by clasping his palms together and pulling back. Recalling the lance does not destroy the previous Lance. Brindle Maul can destroy whatever lance he wants within his sight range. The Lance is a magic enchanted weapon.
Manipulation Grandmaster. Brindle Maul is an expert combatant who can understand and pick apart an opponents strategy. Brindle Maul has Advantage on reactions.
Flight Through Strength. Biological Ability: Brindle's strength score is doubled and gains the ability to fly freely for 900 ft if Maul holds his breath.
Multi attack. Brindle Maul has three actions in one turn.
Determination. Spell: Requires three actions of focus. Brindle Maul uses an incantation that prevents him from failing whatever action he takes for his next turn. A limitation the incantation has is that it does not allow for an action that outright kills a target.
Maul Eyes. By making a successful intelligence check, Brindle Maul can see through or into objects, increase or decrease his focus, and see magical traces.
Fear. Spell: Fear causes a creature that fails a DC 26 wisdom save within 1 mile range to experience a panic attack, causing the target to go prone and become incapacitated until its next turn. Range 1 mile., 1 target. (12d10) psychic damage.
Maul Breath. Ranged Breath Attack: Requires one action to charge by holding breath, can be charged for more actions. For every action charged, the breath attack gains a stackable 10 ft range and another damage dice. +15 to hit. 100 ft. cone range, 4 targets. Hit +15(30d8) fire or cold damage.
Donut Punch. Melee attack: +20 to hit. 3 foot range. 1 Targets. Hit: 8(20D10+12) piercing damage.
Wardens Black Lance. Melee Weapon Attack: +10 to hit, reach 7 ft., 1 target. Hit: +10 (12d12+12) piercing damage.
Deep Breath. A constitution roll above 48 allows Brindle Maul to use his Maul ability's individually as bonus actions instead of an action.
Backhand Parry. Roll a d10, upon rolling a 1-4 this ability activates. Brindle Maul is able to backhand a projectile or object to move the attack from hitting him.
Maul skin. Biological Ability: Roll a d10, upon rolling a 7-10 this ability activates. By rapidly breathing and exhaling, Maul can ignite his skin or freeze it. +20 to Armor Class and deals (10d10) fire/cold damage to a melee attacker.
Legendary Action: Check. (Cost 1 action). Brindle maul by unknown means can force a creatures Hit Points to 1 for (2d4) turns if they fail a DC 30 Intelligence saving throw.
Legendary Reaction; Ice Clone (Cost 1 action). Upon activation, Brindle Maul can dodge out of the range of an attack and leave behind an ice sculpture body double to endure the attack instead.
Description
Brindle Maul is from a species called a Maul. A Maul, like Brindle, is a hybrid descendant of a human and alien called a Maul. Mauls are human appearing individuals without any hair, indent ridges in the forehead and chin, purple skin, and veins at skin level and their bones. Mauls posses the unique Genetic ability to increase or decrease body temperature, body density, and muscle power based on the oxygen that they breath.
Brindle Maul is a purple skinned Maul as previously described, wearing stylized boots, open shirt, and shorts. Brindle Maul is also noted having metallic chrome skin. This skin color is from a deploy-able armor that he wears constantly.
Brindle Maul is cold, Calculating, and puts on an act of being a good person. Brindle Maul acts as if he is in total control and that his actions are of pure intent.
Lair and Lair Actions
- Brindle Maul resides in the cites glass council room. The room is round, with dark brick walls, stain glass floors of primary colors, and a dome ceiling. In the Middle is a chess set on a pedestal.
Lair Actions
- Through unknown means, Brindle Maul is able to summon Paraxon Guards to him in a set of two guards at a time. Brindle Maul can only summon his guards once every minute.
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