Medium Humanoid (Human), Lawful Evil
AC 19 (natural armor)    Initiative +8 (18)
HP 500 (60d12 + 140)
Speed 50 ft.
Mod Save
STR 30 +10 +16
DEX 18 +4 +10
CON 26 +8 +14
Mod Save
INT 16 +3 +3
WIS 16 +3 +3
CHA 18 +4 +4
Resistances Cold, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Tremorsense; Passive Perception 14
Languages None
CR 20 (XP 25,000; PB +6)
Traits

Fear Aura. Any creature hostile to Beowulf that starts its turn within 20 feet of him must make a DC 21 Wisdom saving throw, unless Beowulf is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Beowulf's Fear Aura for the next 24 hours.

Magic Resistance. Beowulf has advantage on saving throws against spells and other magical effects.

Rage:  Beowulf is always in rage, he has advantage on strength checks and saving throws. When Beowulf lands a weapon attack the target creature must make a DC 18 strength saving throw or be knocked prone. 

 Reckless Attack: Beowulf can throw caution aside and grant himself advantage on all of his attacks for his turn. However, attacks against Beowulf have advantage until the start of the next turn. 

Bestial Sense: Beowulf has advantage against dexterity saving throws from effects he can see. 

Brutal Crit: Beowulf adds three damage die when he landing a critical hit.

Undying Strength:  When Beowulf is reduced to 0 hit points he may make a DC 5 constitution saving throw, on a success he instead taken to 45 HP, each time he uses this feature the DC increases by 5. 

Blood Rage: Beowulfs weapon attack deal 1 extra damage for every 20HP he has lost. 

Actions

Multiattack. Beowulf makes 2 attacks with his greatsword and then may make one throw or grab attack

Greatsword: +16 to hit, 2d6 + 10 slashing damage, Beowulf only requires one hand to weild his greatsword. On a hit a creature must make a DC 18 Strength saving throw or be knocked prone.

Throw: Beowulf attempts to grab one creature within range, target creature must make a DC 25 Strength or Dexterity saving throw. On a failure Beowulf throws the creature in 10ft line in a direction of his choosing, the length of this line is increased by 10ft for each point below the DC the targets saving throw was, if the target made a dexterity saving throw they are thrown no less than 300ft. Once they stop they are knocked prone and take 2d12 bludgeoning damage. 

If the thrown creature moves through/into any other creatures space that creature must make a DC 18 strength saving throw or be knocked prone. 

If the creature hits a wall or solid material stronget than wood the creature stops and is knocked prone and takes 4d12 bludgeoning damage.

Grab: Beowulf attempts to grab a creature within 5ft of him and slam them into the ground, the target creature must make a DC 22 Strength or Dexterity saving throw. On a failure the greature is slammed into the ground, being knocked prone and taking 4d8+15 force damage. 

 

Legendary Actions

Beowulf has 3 legendary actions, Beowulf can use a legendary action at the end of any creatures turns aside his own. Beowulf regains all of his legendary actions at the start of his turn. Beowulf can use his legendary actions for the following actions:

-Make a weapon attack

-Move 30ft and make an unarmed strike

-(2 legendary actions) Make a grab or throw attack

Oakheel

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