Medium Humanoid (Tiefling), Chaotic Neutral
AC 15 Natural    Initiative +2 (12)
HP 49 (5d10 + 3)
Speed 30 ft.
Mod Save
STR 17 +3 +5
DEX 14 +2 +2
CON 17 +3 +5
Mod Save
INT 14 +2 +2
WIS 15 +2 +2
CHA 15 +2 +2
Skills Athletics +6, Intimidation +6
Resistances Fire
Gear Mugfist Knuckles
Senses Darkvision Calm has Darkvision with a range of 60 ft.; Passive Perception 12
Languages Common Common, Common Sign Language, Goblin
CR 4 (XP 1,100; PB +2)
Traits

Fisticuffs. Calm Costas, King of the Ring, can choose to role 1d10 in place of the normal damage from his Unarmed Strikes or Pugilist weapons. Additionally, all improvised weapons count as having the Sap mastery property for him.

Moxie (3/Combat). Calm Costas, King of the Ring, can access 3 Moxie Points and can use them for the following:

Brace Up. As a Bonus Action, Calm can expend a Moxie Point to brace for attacks. When he does, he gains 8 temporary Hit Points for ten minutes.

One-Two Punch. Calm can expend 1 Moxie Point to make two Unarmed Strikes as a Bonus Action.

Stick and Move. Calm can use a Bonus Action and expend 1 Moxie Point to make an Unarmed Strike and then take the Dash or Disengage action.

Actions

Multiattack. The brawler makes two attacks, using Unarmed Strike or a Pugilist weapon in any combination.

Mugfist Knuckles. Melee Weapon Attack. +7 to hit, reach 5ft., one target. Hit 8 (1d10 +4). A Creature hit by Mugfist Knuckles loses gold equal to either its CR rating or level. 

Unarmed Strike. Melee Attack. +6 to hit, reach 5ft., one target. Hit 7 (1d10 +3).

Unarmed Strike
Calm makes a melee attack that involves using his body to deal one of the following effects:

Damage. You make an attack roll against the creature, and on a hit, you deal 1 d10+ 3 Bludgeoning damage.

Grapple. The target must succeed on a Str./Dex. (it chooses which) saving throw (DC14) or it has the Grappled condition.

Shove. The target must succeed on a Str./Dex. (it chooses which) saving throw (DC14) or Calm can either push it 5 ft. away or cause it to have the Prone condition.

 

Bonus Actions

Unarmed Strike. Melee Attack. +6 to hit, reach 5ft., one target. Hit 7 (1d10 +3).

One-Two Punch. Melee Attack. +6 to hit, reach 5ft., one target. Hit 7 (1d10 +3) each.

Stick and Move. Melee Attack. +6 to hit, reach 5ft., one target. Hit 7 (1d10 +3).

Brace Up. As a Bonus Action, Calm can expend a Moxie Point to brace for attacks. When he does, he gains 8 temporary Hit Points for ten minutes.

Reactions
Bloodied But Unbowed (1/Day)

When Calm takes damage, you can take a Reaction to regain all your expended Moxie Points. If Calm is Bloodied when he take this Reaction, he also gains 20 temporary Hit Points which vanish after ten minutes.

 
Cross Counter

When Calm takes damage from a melee attack, he can take a Reaction and expend 1 Moxie Point to reduce the damage dealt to him by that attack by 1d10+8. If he reduces the damage to 0, he can make an Unarmed Strike or a Pugilist weapon attack against a creature within reach as part of the same Reaction.

Description

"Knuckle up, ye feck." - Calm Costas.


 

Calm Costas, King of the Ring is a red-skinned tiefling with long, dark auburn hair and rams horns of a similar colour. His ears are pointy and his eyes are yellow and red. His nose, broken several times, has a gold hoop through one nostril. 

Habitat: Any

D20Grove

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