Hold Fast. Brakk has advantage on attack rolls against creatures that are grappled or restrained.
Predatory Swimmer. Brakk can hold his breath for up to 15 minutes, and has advantage on Athletics checks made to grapple while underwater.
Multiattack. Brakk makes two Harpoon attacks. He can replace one Harpoon attack with a Bite.
Harpoon
Melee or Ranged Weapon Attack:
+5, reach 5 ft. or range 20/60 ft., one target.
Hit: { "diceNotation": "1d8+3", "rollType": "damage", "rollAction": "Harpoon", "rollDamageType": "Piercing" } Piercing damage.On hit, the target is grappled (DC 13 to escape). If the target is Large or smaller, it must succeed on a DC 13 Strength saving throw or be pulled up to 10 ft. toward Brakk.
Bite
Melee Weapon Attack:
+5, reach 5 ft., one target.
Hit: { "diceNotation": "1d6+3", "rollType": "damage", "rollAction": "Bite", "rollDamageType": "Piercing" } Piercing damage.
Reel In. If Brakk has hit a creature with his Harpoon this turn, he can use a bonus action to pull the target an additional 10 ft. closer. The target must be Large or smaller and not already grappled by Brakk.
Blood Frenzy (Recharge 6). Brakk enters a feeding frenzy until the end of his next turn. During this time, he makes Bite attacks with advantage.
Snaring Lash. When a creature within 10 ft. moves away from Brakk, he makes a Harpoon attack against it.
Melee Weapon Attack: +5, reach 5 ft., one target.
Hit: 7 Piercing damage.
On a hit, the creature’s movement becomes 0 for the rest of the 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
Brakk One-Eye is a scarred lizardfolk harpooner with a jagged coral eyepatch and a predator’s grin. He delights in dragging foes across slick decks with his barbed harpoon, pulling them into snapping range of his teeth. On board, he prowls like a shark waiting for blood.
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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