Magnificent Men Brambleball Team
- Captain: Baldo da Barberino
- Marco Barbani
- Daddo Caladri
- Pacino Fonte
- Naldo de Fiorino
- Fernando Bellini
Strategy
The Magnificent Men team's strategy is relatively straightforward, similar to the Clan Xardelvar Brambleball Team. Two of their team members will attempt to push the ball directly into the opposing side, with the remaining members equally divided between defending their pushers and trying to grapple and remove the opposing pushers away from the ball.Level 1
Magnificent Men Brambleball Team (Level 1) CR: 1/2
STR
16 +3
DEX
12 +1
CON
17 +3
INT
9 -1
WIS
11 +0
CHA
9 -1
Reckless. At the start of its turn, gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Level 2
Magnificent Men Brambleball Team (Level 2) CR: 1
STR
16 +3
DEX
12 +1
CON
17 +3
INT
9 -1
WIS
11 +0
CHA
9 -1
Reckless. At the start of its turn, gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Level 3
Magnificent Men Brambleball Team (Level 3) CR: 2
STR
16 +3
DEX
12 +1
CON
17 +3
INT
9 -1
WIS
11 +0
CHA
9 -1
Reckless. At the start of its turn, gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Charm. The team member targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the team member. The charmed target regards the team member as a trusted friend to be heeded and protected. Although the target isn’t under the team member's control, it takes the team member's requests or actions in the most favorable way it can.
Each time the team member or the team member's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the team member takes a bonus action to end the effect.
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