Medium Humanoid
Armor Class 17 Natural armour
Hit Points 42 (7d10 + 5)
Speed 30 ft.
STR
20 (+5)
DEX
12 (+1)
CON
10 (+0)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 12
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Berserk: When below half health, roll d20,on 15+, the brute has advantage on attack rolls, +2 Ac, gains 5 temp hp, does extra 1d10+3 on melee attacks and drops all equipment.

Actions

Fist: +5 to hit, reach 5 ft., 1 target. Hit: 18 (3d10 + 5) bludgeoning damage.

Spiker: +3 to hit, range 10/50 ft., 1 target. Hit: 17 (3d10+ 1) piercing damage.

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.

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.

Jessesilva

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