Large Giant, Chaotic Evil
Armor Class 19 (carapace plate armor)
Hit Points 121 (6d12 + 50)
Speed 40 ft.
STR
20 (+5)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws STR +8, CON +6
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Giant, Infernal
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Brute. A melee weapon deals one extra die of its damage when the Brute Gaoler hits with it (included in the attack).

Blood Frenzy. The Brute Gaoler has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Horrific Appearance. Any humanoid that starts its turn within 30 feet of the Brute Gaoler and can see him must make a DC 13 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Brute Gaoler is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Brute Gaoler’s Horrific Appearance for the next 24 hours. Unless the target is surprised, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the Brute Gaoler.

Heart of Stone. The Brute Gaoler has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.

Thick Hide. (Recharge 6) When the Brute Gaoler is hit by a non magical attack, he may expend choose to reduce the damage by 4.

Big Hands, Strong Grip. The Brute Gaoler has large and strong hands enabling him to wield two-handed weapons with one hand.

Actions

Multiattack. The Brute Gaoler makes two melee attacks.

War Maul of Wounding. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 7) bludgeoning damage. When the Brute Gaoler damages a creature with an attack using this maul, the target can’t regain hit points until the start of the Brute Gaoler's next turn.

Chain Smash (Recharge 6). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or be stunned for 1 minute. The target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success.

Chain Sweep. The Brute Gaoler swings its chain, and each creature within 10 feet of it must make a DC 14 Dexterity saving throw. On a failed saving throw, a creature takes 9 (1d8 + 5) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone.

Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage.

Rage (Recharges after a Short or Long Rest). As a bonus action, the Brute Gaoler can enter a rage that lasts for 1 minute. The rage ends early if the Brute Gaoler is knocked unconscious or if his turn ends and he hasn’t attacked a hostile creature or taken damage since his last turn. While raging, the Brute Gaoler gains the following benefits:

  • He has advantage on Strength checks and Strength saving throws.
  • He deals an extra 3 damage when he hits a target with a melee weapon attack.
  • He has resistance to bludgeoning, piercing, and slashing damage.

Description

A Brute Gaoler uses a two handed war maul that he can wield with one hand due to his great size and strength. The end of the war maul is attached to a long think iron chain, which he wraps around the fist of his other hand, leaving much of it loose to use in a sweep attack.
The Brute Gaoler's standard method of attack is to swing the war maul at a target creature with one hand and then follow up with with a chain sweep attack with the other hand, swinging the chain in a wide circle to knock foes their feet. Alternatively, the ogre can swing the chain in a crushing overhead smash.


 War Maul of Wounding.

  • Attack Type: Melee
  • Reach: 10ft.
  • Damage: 2d6
  • Damage Type: Bludgeoning
  • Weight: 12lb.
  • Properties: Heavy, Two-Handed, Reach
  • Rarity: Very Rare

The War Maul of Wounding is a mighty metal maul with a long wooden handle.

When the wielder damages a creature with an attack using this magic maul, the target can’t regain hit points until the start of the wielder's next turn.

The wielder receives +2 to attack and damage rolls made with this magic weapon.

Habitat: MountainUnderdarkUrban

Jash0beam

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