Multiattack. The brewmaster makes three attacks with quaterstuff
Quaterstaff. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (1d10+10) bludgeoning damage.
Fire Breath (Recharge 5–6). The brewmaster exhales fire in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 31 (9d6) fire damage on a failed save, or half as much damage on a successful one. Damage increases to 18d6 if the target is under the effect of Drunken Haze
Storm, earth and fire (1/Day). Brewmaster disappears, and three spirits appear in his place: storm, earth and fire. After a minute, the spirits disappear and Brewmaster reappears in the space of the earth spirit, if it is still alive. Otherwise, he will appear in the space of the fire spirit, and if he dies, in the space of the storm spirit. If all three spirits die, Brewmaster dies too.
The brewmaster can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The brewmaster regains spent legendary actions at the start of its turn.
Move. The brewmaster moves up to its speed without provoking opportunity attacks.
Drunken Haze. The Brewmaster throws a tankard of beer up to 30 feet away from him. Each creature within 10 feet of where the tankard lands must make a Constitution roll against DC 20, or get a -2 AC penalty and -5 to attack roll on a failed save, until the end of the Brewmaster's next turn.
Drunken brawler Brewmaster automatically succeeds on his next Dexterity saving throw, or dodges any subsequent attacks.
Comments