Large monstrosity, neutral evil
Armor Class 17 (natural armor)
Hit Points 126 (12d10 + 60)
Speed 30 ft.
Saving Throws Dex +5, Con +9, Wis +5
Senses darkvision 60 ft. passive Perception 11
Languages Giant, telepathy 120 ft.
Challenge 9 (5000 XP)
The braxat's spellcasting ability is Intelligence (spell save DC 14). The braxat can innately cast the following spells, requiring no material components:
At will: dimension door
1/day each: confusion, feeblemind
Multiattack. The braxat makes three attacks: two with its greatclub and one with its gore.
Greatclub. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.
Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) piercing damage.
Cone Of Cold (Recharge 5-6). The braxat exhales a blast of cold in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 27 (6d8) cold damage on a failed save, or half as much damage on a successful one.
Mind Blast (Recharge 6). The braxat magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 14 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
These vicious creatures hunt in the mountains and deserts of the world, savoring the joy of stalking intelligent beings. Unless truly desperate, a braxat will not subsist on animals; instead, it seeks humanoid flesh and craves the taste of it. They raid humanoid settlements, alone or in small bands of up to six individuals. Despite their brutish appearance, they are quite cunning and difficult to trap. The truly formidable (or truly insane) will hunt braxats for sport, hoping to take one of their valuable horns as a trophy. Looking something like a cross between a rhinoceros and a lizard, a braxat stands around 15 feet tall. Most speak only the giant tongue, but a few learn Common as well.
Originally from the Monster Manual II
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1d20 Feywild Gifts...
You leave a trail of mushrooms in your footsteps.
You have thorns growing out of your skin where the bone is close to the surface.
You have long hooked fingernails.
You are always followed by birds and forest creatures, they deeply disapprove of most of your life choices.
You cause all creatures within five feet to hear faint whispers of bizarre and alien things.
You have the horns of a ram growing from your head.
You are always followed and surrounded by a low glittering mist.
Your eyes - pupils and irises - become entirely white.
You constantly surrounded by swarming butterflies.
You have flower petals for hair.
You can crudely mimic others, like a raven or a jackdaw.
You have mushrooms which grow out of any scars or wounds. They are psychedelic, of course.
You can sing like a bird almost perfectly.
You have golden or amber eyes.
You are covered in a sleek coat of fur, like a hunting hound or a deer.
You have seven-inch-long fingers.
You have pair of elegant and delicate butterfly wings. They are functionally useless and will require clothing to be specially tailored.
Your skin changes colour with mood, like an octopus or a chameleon.
You leave a trail of flowers, growing in your footsteps.
You have the tail of a fox and will require clothing to be specially tailored.
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