Medium Fiend, Chaotic Evil
AC 18    Initiative +2 (12)
HP 110 (6d8)
Speed 40 ft.
Mod Save
STR 16 +3 +6
DEX 14 +2 +2
CON 14 +2 +2
Mod Save
INT 10 +0 +0
WIS 16 +3 +6
CHA 8 −1 −1
Skills Perception +7, Stealth +5, Survival +7
Immunities Charmed, Frightened
Senses Darkvision 60 ft.; Passive Perception 17
Languages Abyssal
CR 5 (XP 1,800; PB +3)
Traits

Labyrinthine Recall. The beastman warrior can perfectly recall any path it has traveled.

Keen Hearing and Smell. The beastman warrior has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Charge. If the beastman warrior moves at least 15 feet straight towards a target and then hits it with a melee attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked Prone.

Reckless. At the start of its turn, the beastman warrior can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Upfront agression. While Bloodied, the beastman warrior's damage is halved and the following traits are lost : Reckless, Charge.

Actions

Multiattack. The beastman warrior makes two Dreadful cleaver attacks.

Dreadful cleaver. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage. Half the attack's damage are done to any creature of the beastman warrior's choice within 5 ft of the target. They then must succeed on a DC 14 Constitution saving throw or suffer 4 (2d4) slashing damage at the start of each of their turns as they bleed. Using an action or magical healing quenches the wounds. This effect can be applied on a target once per beastman warrior, to a maximum of 3 wounds.

 

Habitat: DesertForestGrasslandHill

Le_Jhabermaloch

Comments

Posts Quoted:
Reply
Clear All Quotes