Hitorik
Grappler: The The Strong One has advantage on attack rolls against any creature grappled by it.
قوي Crush: The Strong One tightens its grip on a creature it has grappled. The creature must make a DC 13 Dex save. For each size smaller than The Strong One the creature is, the DC increases by +7. On a fail, the creature takes 73 (15d8 + 6) 15d8+6 damage.
Dashing Attack: The Strong One must be able to move up its full movement speed in a straight line towards the creature it is attacking in order to apply dashing attack. After moving its full speed towards a creature, The Strong One makes a لكمة Fist attack. On a hit, the attack deals maximum damage. The creature must then roll a DC 18 CON save. On a pass, nothing happens. On a fail, the creature is stunned until the end of its next turn. The Strong One is unable to move from its current position during its next turn.
Multiattack: The The Strong One makes four claw attacks.
Claw: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) 3d8+6 necrotic damage.
لكمة Fist: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 58 (8d12 + 6) 8d12+6 Necrotic damage.
Block: The Strong One uses its fist to block any incoming attacks. Until the start of its next turn, The Strong One's AC increases by 2.
Nimble Escape: The Strong One can take the Disengage or Dash action.
Reactive: The The Strong One can take one reaction on every turn in combat.
Weapon Break: As a reaction to a creature within 5ft of The Strong One rolling a nat 1 on an attack roll, The Strong One can attempt to break their opponents weapon. On a fail, the attacker is instead dissarmed.
Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!
Take the first step. Create your account. Your world and characters await!