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Magnificent Men Brambleball Team

A group of The Magnificent Men hired by a Group of Nine member to win the game.
  1. Captain: Baldo da Barberino
  2. Marco Barbani
  3. Daddo Caladri
  4. Pacino Fonte
  5. Naldo de Fiorino
  6. 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

Medium humanoid, neutral
Armor Class: 13
Hit Points: 34
Speed: 30 ft

STR

16 +3

DEX

12 +1

CON

17 +3

INT

9 -1

WIS

11 +0

CHA

9 -1

Senses: Passive Perception 10
Languages: Common
Challenge Rating: 1/2 ( 450 XP)
Proficiency Bonus: +2

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

Medium humanoid, neutral
Armor Class: 13
Hit Points: 50
Speed: 30 ft

STR

16 +3

DEX

12 +1

CON

17 +3

INT

9 -1

WIS

11 +0

CHA

9 -1

Senses: Passive Perception 10
Languages: Common
Challenge Rating: 1 ( 450 XP)
Proficiency Bonus: +2

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

Medium humanoid, neutral
Armor Class: 13
Hit Points: 50
Speed: 30 ft

STR

16 +3

DEX

12 +1

CON

17 +3

INT

9 -1

WIS

11 +0

CHA

9 -1

Senses: Passive Perception 10
Languages: Common
Challenge Rating: 2 ( 450 XP)
Proficiency Bonus: +2

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.

Type
Entertainment, Sports team
Ruling Organization
Parent Organization

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