| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +6 |
| DEX | 14 | +2 | +2 |
| CON | 16 | +3 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 9 | −1 | −1 |
| WIS | 11 | +0 | +0 |
| CHA | 12 | +1 | +1 |
Unyielding (Recharge 5–6): When Brickjaw is reduced to 0 hit points, he can instead drop to 1 hit point and remain standing. This trait does not function if he is unconscious or incapacitated.
Brawler's Pride: Brickjaw never uses weapons in combat. His unarmed strikes deal 1d6 + 4 bludgeoning damage. If he is grappling a creature, he has advantage on attack rolls against them.
Iron Jaw: Once per round when hit by a melee attack, Brickjaw can reduce the damage by 1d6 (metal jaw plating).
Non-Lethal Bruiser: Unless declared otherwise, Brickjaw fights non-lethally. He knocks opponents out cold unless the situation warrants a kill (DM discretion).
Multiattack. Brickjaw makes two Unarmed Strike attacks
Unarmed Strike. 1d20+6
Damage. 1d6+4.
Grapple Slam (Recharge 4–6). Brickjaw attempts to grapple a target (Athletics +6 vs. Acrobatics or Athletics). If successful, he immediately slams them into the ground.
Effect: Target takes 2d6 + 4 bludgeoning damage and must succeed on a DC 13 Constitution saving throw or be stunned until the end of Brickjaw’s next turn. 2d6+4
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Crowd Roar (1/Day). If Brickjaw reduces a creature to 0 hit points, he can roar to the crowd. All hostile creatures within 30 ft. who can hear him must succeed on a DC 12 Wisdom saving throw or be frightened of him until the end of their next turn.
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 Action Name. 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
Brickjaw is a vicious but honorable brawler. He disdains cheating, takes pride in his strength, and relishes a worthy opponent. In a tavern pit match, he plays to the crowd. In a real fight, he fights to end it quickly.
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.
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