Yakuza Big Brother
Yakuza Big Brother CR: 4
STR
18 +4
DEX
16 +3
CON
16 +3
INT
14 +2
WIS
14 +2
CHA
18 +4
Curb Stomp - If the big brother attacks a prone target he does double the damage Reinforcements - Every turn the captain can call in four 1HP yakuza thug minions to enter the combat from outside the map No wimps allowed - Once per long rest the big brother can give 4 of his minion 2 hits before dropping instead of one, meaning regardless of damage it takes two hit attacks to drop them
Actions
Multiattack - The big brother makes one katana attack, one shotgun attack, and one attack with another one of his abilities Katana - +7 to hit, 2d6+4 slashing, melee Sawed off Shotgun - +6 to hit, 4d4 piercing, 20/80. Target must make DC 16 CON save or be kncoked prone and 5 feet back Cigarette Butt - +7 to hit, 1d6+4 fire, melee. Target must succeed on a DC 16 CON save or have disadvantage on their next attack Ankle Breaker - The big brother kicks his opponent's ankle. Target must make a DC 16 CON save or have movement reduced by 5 for the duration of the combat. This ability can stack Pocket Sand - The big brother throws a fistfull of sand in his opponents face. Target must make a DC 16 CON save or be blinded for one turn
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