Large Humanoid (Human), Neutral
Armor Class 19 Natural
Hit Points 51 (1d12 + 15)
Speed
STR
20 (+5)
DEX
17 (+3)
CON
17 (+3)
INT
6 (-2)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws STR +7, DEX +5, CON +5
Senses Passive Perception 16
Languages Common
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Rage. Brock enters a rage giving him advantage on Strength Checks and saving throws. He gains a bonus damage roll when raging, and is resistant to Bludgeoning, piercing, and slashing damage. When using Frenzy Rage, you can make a single melee attack as a bonus action.

Unarmored defense. Brock adds 10+ his Dex and Con modifiers for his AC.

Reckless Attack. throwing all caution to the wind brock can gain advantage on the first attack on his turn. doing so gives any attacks against during that round advantage.

Bull Rush. Brock rushes a creature within 30ft of him, making a weapon attack +5 if the attack is successful the creature hit must make a DC 15 Strength save or be knocked prone.

 

Actions

Action Name. Enter the description for your action.

2 Handed Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 16 (2d8 + 5) [damage type] damage. 

Javelin. RangedWeapon Attack: +5 to hit, range 20/60 ft., # target. Hit: 4 (1d6 + 1) [piercing] damage.

Bonus Actions

Brock is a walking mound human muscle. he is quick to anger then he starts to smash things. he is a 6-foot 5-inch Human, bald head beady black eyes. normally seen with his heavy 2 Handed Morningstar slung over his shoulder.  

Reactions

Opportunity. If a creature leaves Brock's weapon range (5ft) he can take an attack against it (optional).

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.

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.

JohnPDM4867

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