Medium or Small Beast, Neutral
AC 15 Natural armor    Initiative +4 (14)
HP 44 (3d10 + 34)
Speed 40 ft.
Mod Save
STR 14 +2 +4
DEX 18 +4 +6
CON 15 +2 +4
Mod Save
INT 9 −1 −1
WIS 11 +0 +0
CHA 12 +1 +1
Skills Acrobatics +6, Intimidation +3
Resistances Bludgeoning
Immunities Exhaustion, Frightened
Senses Passive Perception 14
Languages Common Common, language of the dojo
CR 3 (XP 700; PB +2)
Traits

 

Martial endurance. If the boxard would be killed by a hit, instead it survives it barely, at just one HP, while in this state, its attack rolls have advantage, but attack rolls made on the boxard also have advantage. 

Anti-exhaustion.  If the boxard would get exhaustion, it doesn't get exhausted, but instead gets 10 ft. more movement

 

Actions

 

Flowing fists: Melee unarmed strike: +7 to hit, reach 5 ft., Hit: 3x 1d6+4 bludgeoning damage, the monster can split the damage between multiple creatures.

 

Bonus Actions

 

Concentrate.  The boxard has advantage on damage rolls, if another creature moves between the starting of the concentration and the releasing of it, the boxard has advantage on damage rolls, all d20 tests and can make twice as many unarmed strikes as normal, this damage can be splitted. 

Reactions

 

Counter. The boxard takes the ready action, the next time it would take damage, instead the attacker and itself make a dexterity saving throw, if the attacker rolls higher, the attack proceeds as it would have done, but if the boxard rolls higher, it reflects the damage to the attacker and splits it between two attack(example: The boxard is attacked by a barbarian wielding a greataxe(dealing 1d12 slashing damage), the boxard uses counter; it rolls a 17 and the barbarian rolls a 13, the boxard now deals 1d6 slashing damage to the incoming barbarian two times)

Legendary Actions

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 Actions

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

Masters of martial arts, these bipedal lizards have mastered the art of the rapid strike, kicking and slamming their foes over and over, until they are ultimately victorious. They train with enormous amounts of discipline and try to perfect their fighting skills at all times. If a boxard lacks in any form, it's kicked out of its clan and has to live on itself, these banished boxard often die in the wild because they can't survive on their own. Because they spend all their time training, they aren't quite intelligent for human-like beings, so they often end up being manipulated by forces of good or evil.

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.

Habitat: CoastalForestGrasslandHillMountain

BrintaBrinta

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