Medium Humanoid (Human), Neutral Evil
Armor Class 16 studded leather armor
Hit Points 91 (14d8 + 28)
Speed
STR
12 (+1)
DEX
18 (+4)
CON
14 (+2)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws DEX +7, CON +5
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Thieves' Cant
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Assassin's Stealth: The Brams Reaver can take the Hide action as a bonus action. If they surprise a target, they score a critical hit on any attack roll against the surprised creature.

Evasion: If the Brams Reaver is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw.

 

Actions

Multiattack: The Brams Reaver makes two melee attacks with their shortsword or one with a shortsword and one with a hand crossbow.

Shortsword: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d6 + 4 piercing damage.

Hand Crossbow: Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 1d6 + 4 piercing damage.

Sneak Attack: Once per turn, the Brams Reaver can deal an extra 2d6 damage when they hit a target with a weapon attack and have advantage on the attack roll or if another enemy of the target is within 5 feet of the target and the Reaver doesn’t have disadvantage on the attack roll.

 

 

Reactions

Unnerving Dodge: When a creature the Brams Reaver can see attacks it with an attack roll, the Reaver can use their reaction to impose disadvantage on the attack roll.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

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.

nicodoggie

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