Mapach Brute
Humblewood Campaign Setting p. 202 (Third Party)
- Size
- Medium
- Type
- humanoid (mapach)
- Alignment
- chaotic evil
- AC
- 15 (studded leather)
- Hit Points
- 75 (10d8+30)
- Speed
- walk 30 ft., climb 20 ft.
- Saving Throws
- Dex +5, Cha +4
- Skills
- Deception +4, Persuasion +4
- Resistances
- Poison
- Senses
- darkvision 60 ft.
- Passive Perception
- 12
- Languages
- Birdfolk, Mapach
- Challenge
- 3
- Lineage
- Brute
Traits
Proficiency Bonus
+2
Resilience
The brute has advantage on saving throws against being poisoned.
Skulker
The brute has advantage on Stealth checks made in dim light or total darkness.
Actions
Multiattack
The brute makes three melee attacks, two with their rapier and one with their parrying dagger.
Rapier
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Parrying Dagger
Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Reactions
Parry
The brute adds 2 to his AC against one melee attack that would hit them. The brute must see the attacker and be wielding a melee weapon.
Other data
description
Although many in the bandit coalition follow noble ideals, there have always been a handful of unreliable members, only concerned with their own advancement. These ruthless brutes are scoundrels through and through, willing to seize power within the coalition by any means necessary. Mapachs don't have more knaves among them as a matter of course, but the infamy of a few such villains has further sullied their reputation in the eyes of perch-dwellers.