Large Humanoid, Neutral
Armor Class 13 Leather Apron
Hit Points 26 (1d8 + 3)
Speed
STR
16 (+3)
DEX
12 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
13 (+1)
Senses Passive Perception 12
Languages --
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Hardened Labor. Years of farm work have made Bram deceptively tough. He has advantage on Strength (Athletics) checks and saving throws against being knocked prone. He has seen bigger men than you try to push him around.

Frightened Aggression. Bram has disadvantage on attack rolls if a creature he can see is within 5 feet of him that he is not attacking. He is not a soldier. He is a scared man with an axe and too much to lose.

Break and Run. When Bram is reduced to half his hit points or fewer he must succeed on a DC 12 Wisdom saving throw or use his reaction to move up to his speed directly away from the nearest enemy. Bram's save is DC 12 rather than 10 — he is stubborn and will not fold easily. On a success he holds his ground and his expression hardens into something uglier than fear.

Mob Leader. While at least two villagers within 30 feet of Bram are conscious, Bram and those villagers have advantage on saving throws against being frightened. If Bram falls, each remaining villager must immediately make a DC 10 Wisdom saving throw or become frightened until the end of their next turn.

Actions

Woodcutting Axe — Melee Weapon Attack, +5 to hit, reach 5ft, one target, 1d8+3 slashing damage.

Bonus Actions

Rallying Shout. As a bonus action, Bram chooses one villager within 30 feet of him that he can see and bellows encouragement at them. That villager immediately gains 4 temporary hit points and has advantage on their next Wisdom saving throw against the Break and Run trait. Bram can use this ability a number of times equal to his Charisma modifier (1).

Reactions

Desperate Grab. When a creature attempts to move past Bram without disengaging, he can use his reaction to make a Strength (Athletics) check contested by the moving creature's Strength (Athletics) or Dexterity (Acrobatics) check. Bram makes this check with a +5 bonus. On a success the moving creature's speed becomes 0 until the start of its next turn and Bram can make one melee attack against that creature as part of the same reaction. On a failure Bram stumbles and falls prone.

Description

Personality Trait: "I am not a killer. I have never wanted to be. But I have buried two neighbors in the last month and watched this town swallow its grief in silence and I am done being silent. So you are going to turn around and walk back the way you came, or we are going to have a problem."


Personality Trait 2: "I talk too loud when I'm scared. Always have. My wife tells me it's my worst quality. She's probably right."


Ideal: "A man who won't protect his own community isn't worth the ground he stands on. I may be wrong about you. But I cannot afford to find out the hard way."


Bond: "My daughter went missing four weeks ago. She was seventeen. Nobody came to help us. Nobody official, nobody passing through, nobody. I told myself if I ever got the chance to stop something before it got worse I would take it. Here I am."


Flaw: "I have decided you are the problem because the real problem is something I cannot face or fight or understand. Blaming you is easier. I know that. I am doing it anyway."

Enter a general description for your monster here.

BogWeaver

Comments

Posts Quoted:
Reply
Clear All Quotes