Medium Humanoid (Human), Neutral Evil
Armor Class 18 studded leather armor
Hit Points 108 (16d8 + 48)
Speed
STR
14 (+2)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws DEX +7, CON +6
Skills Athletics +6, Insight +6, Perception +5, Persuasion +7, Stealth +8
Senses Passive Perception 15
Languages Common, Thieves' Cant
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Master Strategist: As a bonus action, the Brams Reaver can grant one ally within 30 feet advantage on their next attack roll or saving throw.

Commanding Presence: Allies within 10 feet of the Brams Reaver gain a +2 bonus to damage rolls and have advantage on saving throws against being frightened or charmed.

 

Actions

Multiattack: The Brams Reaver makes three melee attacks with their longsword or one with a longsword, one with a hand crossbow, and one with a dagger.

Longsword: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8 + 4 slashing damage.

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

Dagger: Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 4 piercing damage.

Ambush Tactics (Recharge 5–6): The Brams Reaver can use their action to gain advantage on all attack rolls for the next minute. The effects end if the Reaver is hit by an attack.

 

 

Reactions

Counterattack: When a creature misses the Brams Reaver with a melee attack, the Reaver can use their reaction to make a melee attack with advantage against that creature.

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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