Charge. If the Bray Man moves at least 10 feet straight toward a target and then hits with a gore attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be pushed up to 10 feet away and become Stunned for one round.
Holly Bark Aversion. A Bray Man within 10 feet of any amount of holly bark it is aware of has disadvantage on all attack rolls, skill checks, and saving throws. Weapons that are made or augmented with holly bark inflict an additional 1d6 damage per attack on a Bray Man.
Endless Hunger. A Bray Man that starts its turn within 40 feet of a source of fresh meat (a snared animal, a humanoid dying of its wounds, etc.) must succeed in a DC 12 Wisdom saving throw or it must move toward the nearest meat source and use its Bite attack upon it each round for the next 1d3 rounds
Multiattack. The Bray Man makes one Bite attack and a Talon attack OR takes a single Gore attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d10+5) piercing damage.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (3d4+6) bludgeoning damage.
Talon. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+4) slashing damage
Talon. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+4) slashing damage
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Bray Men are beastly abominations that were created in the ancient times when goblinoid tribal cults tried to breed infernal spirits with the wildest goats and rams of the Muttonwood. The resulting horrors were too wild to control and too ravenous to keep sated, eventually becoming numerous enough to procreate and inbreed on their own, eventually devouring the goblins that made them. Now these terrible creatures are a part of the local ecosystem, playing the role of terrifying top predator.
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.