Multiattack. Crius and Castor make three attacks: one Venerated Stomp and two Venerated Slam attacks.
Venerated Slam. Melee Weapon Attack: + 8 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 6) [bludgeoning] damage.
Venerated Stomp. Melee Weapon Attack: + 8 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 6) [bludgeoning] damage.
Roar of the Champions(Recharge 5–6). Crius and Castor yell in anger and fury as their shouts combined creates a thunderous boom in the direction they are facing. As an Action, they exhale Thunder in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 35(10d6) Thunder damage on a failed save, or half as much damage on a successful one.
Gladiator's Rage.
Crius and Castor call upon an infinite well pool of strength and power a bonus action and enter a rage.
While raging, they gain the following benefits:
- They have advantage on Strength checks and Strength saving throws.
- They have resistance to bludgeoning, piercing, and slashing damage.
This rage lasts for 1 minute. It ends early if they haven’t attacked a hostile creature since their last turn or taken damage since then.
Indomitable Advance. Crius and Castor can move up to 20 ft. this movement does not provoke opportunity attacks.
Gladiator's Riposte. When a creature misses Crius and Castor with an attack, they can use their reaction to make a Venerated Stomp attack against that creature.
Description
Crius and Castor were celebrated as the greatest warriors of their tribe, the Twin-headed Gladiators. A group of battle hungry giants said to reside somewhere in the Penumbra Range. All they know is the unending glory that awaits those that die with honor. However, too strong for their own good, Crius and Castor realize that the honor that awaits them may never come. As a result, they took it upon themselves to seek out a warrior that is capable of granting them a fierce and passionate battle to the death so that they may die with honor.
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