Two-Headed Awareness
The Brahmin has advantage on Wisdom (Perception) checks that rely on sight or hearing.
Pack Beast
A Brahmin can carry up to 400 pounds before becoming encumbered.
If pulling a cart or sledge, this increases to 1,000 pounds.
Docile Temperament
Unless attacked or threatened, the Brahmin does not initiate combat.
Any creature may calm it with a DC 10 Animal Handling check.
Gore.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d8+3) piercing damage.
Stomp (Recharge 5–6).
The Brahmin lashes out defensively with heavy hooves.
Creatures within 5 ft. must succeed on a DC 13 Dexterity saving throw or take 7 (1d6+3) bludgeoning damage and be knocked prone.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
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
Enter a general description for your monster here.
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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