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Homebrew

Grend Kriedel CR: 3

Medium humanoid (caliban), neutral
Armor Class: 12 (Unarmored Defense)
Hit Points: 50 (9d8 + 9) 9d8+9
Speed: 30 ft

STR

16 +3

DEX

12 +1

CON

13 +1

INT

10 +0

WIS

12 +1

CHA

8 -1

Saving Throws: Strength +5, Constitution +3
Skills: Athletics +7, Intimidation +1, Perception +3, Survival +3
Senses: Darkvision 60', Passive Perception 13
Languages: Common, Elven, Sylvan
Challenge Rating: 3 ( 700 XP)
Proficiency Bonus: +2

Danger Sense. Grend has advantage on Dexterity saving throws against effects that he can see, such as traps & spells. He can use this trait only if he isn't blinded, deafened, or incapacitated.

Relentless Endurance (1/Day). If Grend is reduced to 0 HP but not killed outright, he can drop to 1 HP instead.

Actions

Silvered Maul. Melee Weapon Attack: +5 to hit, reach 5', one target. Hit: 10 (2d6 + 3) bludgeoning damage. On a critical hit, the attack does 13 (3d6 + 3) bludgeoning damage in addition to critical damage.

Handaxe. Melee or Thrown Weapon Attack: +5 to hit, reach 5' or range 20'/60', one target. Hit: 6 (1d6 + 3) slashing damage. On a critical hit, the attack does 10 (2d6 + 3) slashing damage in addition to critical damage.

Magic Awareness (2/Day). Until the end of his next turn, Grend knows the location of any spell or magic item within 60' of him that isn't behind total cover. When he senses a spell, he learns which school of magic it belongs to.

Bonus Actions

Rage (2/Day). Grend becomes enraged, gaining the following benefits:

  • He has advantage on Strength checks & Strength saving throws.
  • He has a +2 bonus to damage on melee weapon attacks.
  • He has resistance to bludgeoning, piercing, & slashing damage.
  • Grend's rage lasts for 1 minute. It ends early if he is knocked unconscious or it his turn ends & he hasn't attacked a hostile creature since his last turn or taken damage since then. He can also end it as a bonus action.

    Wild Surge. When Grend enters a Rage, he gains one of the following benefits:

  • Grend teleports up to 30' to an unoccupied space he can see. Until his rage ends, he can use this effect again on each of his turns as a bonus action.
  • An intangible spirit that looks like a pixie appears within 5' of once creature of his choice that he can see within 30' of him. At the end of his current turn, the spirit explodes & each creature within 5' of it must succeed on a DC 11 Dexterity saving throw or take 3 (1d6) force damage. Until his rage ends, he can use this effect again on each of his turns as a bonus action.
  • Flowers & vines temporarily grow around him; until his rage ends, the ground within 15' of him is difficult terrain for his enemies.


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