Brog's Bubs

Brog's Bubs is run by the so called Brog The Gargantuan. It has many members to it.

Assets

Personal Assets

Brog

Foes Expanded

Brog The Gargantuan CR: 14

Large humanoid (orc), neutral evil
Armor Class: 23 (undying chain, shield)
Hit Points: 210 (22d8+110) 22d8+110
Speed: 30 ft

STR

20 +5

DEX

12 +1

CON

20 +5

INT

10 +0

WIS

13 +1

CHA

17 +3

Saving Throws: Str +10, Con +10, Wis +6
Skills:

Athletics +10, Insight +6, Intimidation +7

Damage Resistances: Necrotic; bludgeoning, piercing, and slashing damage (at the start of its first turn)
Senses:

Darkvision 60, passive Perception 11

Languages: Common, Orcish
Challenge Rating: 14 ( 8400 XP)
Proficiency Bonus: +5

Special Equipment: Brog has the Undying Chain, Chieftain's Axe Amulet of Whirlwinds, Ring of Collecting, Ring of Growing and Shrinking, Lifewell Tattoo, Cloak of Displacement, Ball of Power , and a Tent of Luxury. Their bonuses are included in the statblock.

Pack Tactics. The overlord has advantage on an attack roll against a creature if at least one of the overlord’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Inspiring Presence. Any tribal warriors, berserkers, or tribal heroes within 30 feet that can see and hear the overlord have advantage on their saving throws against being frightened or charmed.

Reckless. At the start of its turn, the overlord 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.

Raging. At the start of its first turn, the overlord gains advantage on Strength checks and saving throws, resistance to bludgeoning, piercing, and slashing damage, and a +3 bonus to melee weapon damage rolls (included in the attack).

Unarmored Defense. While not wearing armor, the overlord’s Armor Class equals 10 + its Dex and Con modifiers. It can use a shield and still gain this benefit.

Brutal Critical. The overlord rolls one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can't do so again until you finish a long rest.

Hill Strike. The target takes an extra 1d6 damage of the weapon's type. If the target is a creature, it must succeed on a Strength saving throw or have the prone condition.

The saving throw DC for these effects equals 8 + your proficiency bonus + your Strength or Constitution modifier.

You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

  • Bulwark. When you are subjected to an effect that would move you at least 5 feet or give you the prone condition, you can use your reaction to steady yourself. You aren't moved and don't have the prone condition.
  • Iron Stomach. Whenever you eat food as part of a short rest and spend one or more Hit Dice to regain hit points, you regain additional hit points equal to your Constitution modifier + your proficiency bonus.

Actions

Multiattack. The overlord makes three melee weapon attacks.

Battleaxe. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (1d8 + 10) slashing damage, or 16(1d10 + 10) slashing damage if used with two hands.

Shield Bash. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (1d4 + 10) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 17 Strength saving throw or be knocked prone

Chieftain's Rally. You can use an action to raise the axe while shouting a rallying cry. All allies who can hear and see you can use a reaction to make a melee attack. Once used, this property can't be used again until the next dawn

Bonus Actions

Adrenaline Rush (5/LR). You can take the Dash action as a bonus action.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Occasionally a tribal warrior grows so powerful that he becomes renowned throughout the entire uncivilized region. Many tribes, by choice or force, swear loyalty to him as their mighty overlord

Bandit Captains

Thenan Silentbeam CR: 2

Medium humanoid (elf), chaotic neutral
Armor Class: 16 (Studded Armor)
Hit Points: 65 (10d8+20)
Speed: 30 ft

STR

15 +2

DEX

18 +4

CON

14 +2

INT

15 +2

WIS

11 +0

CHA

14 +2

Skills:

Athletics+4, Deception +4, Perception +2

Damage Vulnerabilities: Str+4 Dex+6 Wis+2
Senses:

Darkvision 60

passive Perception 12

Languages: Common, Elvish
Challenge Rating: 2
Proficiency Bonus: +2

Intelligence (+4, DC 12)

At will:

Firebolt


Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Actions

Multiattack

The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.

Scimitar

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Dagger

Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Firebolt

Ranged Spell Attack: +4 to hit, reach 120 ft, one target. Hit: 5(1d10) fire damage.

Reactions

Parry

The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

Hoe Marbleridge CR: 2

Medium humanoid (human), any non-lawful alignment
Armor Class: 15 (Studded Armor)
Hit Points: 65 (10d8+20)
Speed: 30 ft

STR

15 +2

DEX

16 +3

CON

14 +2

INT

14 +2

WIS

11 +0

CHA

14 +2

Skills:

Athletics+4, Deception +4

Damage Vulnerabilities: Str+4 Dex+5 Wis+2
Senses:

passive Perception 10

Languages: any two languages
Challenge Rating: 2
Proficiency Bonus: +2

Actions

Multiattack

The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.

Scimitar

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Dagger

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Reactions

Parry

The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

Keenkiller CR: 2

Medium humanoid (goliath), any non-lawful alignment
Armor Class: 15 (Studded Armor)
Hit Points: 65 (10d8+20)
Speed: 30 ft

STR

17 +3

DEX

16 +3

CON

15 +2

INT

14 +2

WIS

11 +0

CHA

14 +2

Skills:

Athletics+5, Deception +4

Damage Vulnerabilities: Str+5 Dex+5 Wis+2
Damage Resistances: Cold
Senses:

passive Perception 10

Languages: any two languages
Challenge Rating: 2
Proficiency Bonus: +2

Actions

Multiattack

The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.

Scimitar

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Dagger

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Reactions

Parry

The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

Stone's Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.

Bandits

Blom Riversnow CR: 1/8

Medium humanoid (human), any non-lawful alignment
Armor Class: 12 (leather armor)
Hit Points: 11 (2d8+2)
Speed: 30 ft

STR

11 +0

DEX

12 +1

CON

12 +1

INT

10 +0

WIS

10 +0

CHA

10 +0

Senses:

passive Perception 10

Languages: any one language (usually Common)
Challenge Rating: 1/8
Proficiency Bonus: +2

Actions

Scimitar

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Light Crossbow

Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Briath CR: 1/8

Medium humanoid (elf), any non-lawful alignment
Armor Class: 13 (leather armor)
Hit Points: 11 (2d8+2)
Speed: 35 ft

STR

11 +0

DEX

14 +2

CON

12 +1

INT

10 +0

WIS

11 +0

CHA

10 +0

Skills:

Perception +2

Senses:

Darkvision 60

passive Perception 12

Languages: Common, Elvish
Challenge Rating: 1/8
Proficiency Bonus: +2

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Actions

Scimitar

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Light Crossbow

Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Duvus Posunun CR: 1/8

Medium humanoid (human), any non-lawful alignment
Armor Class: 12 (leather armor)
Hit Points: 11 (2d8+2)
Speed: 30 ft

STR

11 +0

DEX

12 +1

CON

12 +1

INT

10 +0

WIS

10 +0

CHA

10 +0

Senses:

passive Perception 10

Languages: Common
Challenge Rating: 1/8
Proficiency Bonus: +2

Actions

Scimitar

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Light Crossbow

Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Mazil Pihri CR: 1/8

Medium humanoid (human), any non-lawful alignment
Armor Class: 12 (leather armor)
Hit Points: 11 (2d8+2)
Speed: 30 ft

STR

11 +0

DEX

12 +1

CON

12 +1

INT

10 +0

WIS

10 +0

CHA

10 +0

Senses:

passive Perception 10

Languages: any one language (usually Common)
Challenge Rating: 1/8
Proficiency Bonus: +2

Actions

Scimitar

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Light Crossbow

Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Type
Illicit, Gang
Location

Articles under Brog's Bubs

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