Brute: Jobe deals one additional weapon damage die with its weapon attacks (already factored in the weapon attacks) and its attacks score a critical hit on a 19 and 20.
Iron Will: Jobe has advantage on saving throws to avoid the charmed condition.
Visor Helmet: Jobe wears a visor helmet he has advantage on saving throws to avoid the blinded condition.
Multiattack: Jobe makes 3 attacks on its attack action, or one attack and one of its available actions.
Bloodied Grand Mace: +10 to hit, 5ft reach, one target, for 3d12+6 piercing damage +1d6 necrotic damage.
Furious Rampage: All creatures within 15ft of Job must succeed in a DC 16 Dexterity saving throw being hit by the rampaging attacks of Jobe, taking 6d12+12 piercing damage +2d6 necrotic damage and falling prone on a failure.
Festering Dagger: +10 to hit, 5ft reach, one target, for 2d4+4 piercing damage + 2d8 poison damage, a creature hit by this attack must succeed in a DC 14 Constitution saving throw being poisoned for the next minute on a failure.
A creature poisoned in this way takes 1d4 poison damage at the end of their following turns, until the effect ends.
(This poison can be aplied on the same creature up to three times).
Bark Orders: All allies of Jobe use their reaction to move up to half of their movement speed (wihtout provoking attacks of oportunity) and make one weapon attack agaisnt a creature within reach.
Parry: Jobecan as a reaction towards being targeted by a weapon attack parry or atempt to block it increasing its AC by +3 until potencialy make the attack fail.
Description
Jobeis one of the most fearsome bandits of the southern lands of the Ahankull Confederation, the reasons for his hatred for the new government is only known to him and a select few of his inner circle.
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