Large Humanoid (Goliath), Any Chaotic Alignment
Armor Class 16 (Unarmored defense)
Hit Points 120 (12d10 + 48)
Speed 45 ft.
STR
14 (+2)
DEX
20 (+5)
CON
18 (+4)
INT
15 (+2)
WIS
13 (+1)
CHA
16 (+3)
Saving Throws STR +4, DEX +7
Skills Athletics +6, Deception +7, History +6, Insight +5, Persuasion +7
Senses Passive Perception 10
Languages Common, Dwarvish, Elvish, Giant, Goblin
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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

Danger Sense. Big has advantage on all dexterity saving throws against things he can see.

Practiced Defense. If a creature misses Big with an a melee attack, the target must rolls 2 higher than his armor class to hit him again until the start of his next turn

Unarmed Movement. the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move.

Ki. Big has 7 Ki points

Flurry of Blows. Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.
Patient Defense. You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.
Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.

Actions

Multiattack. on his turn, Big makes two unarmed strikes.

Unarmed Strike. Melee Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 5) bludgeoning damage.

Reactions

Projectile Denial. As a reaction, big can reduce the damage of a projectile aimed at him by 1d10 + 5.

Monster Tags: NPC

MarvIsBetter

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