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Abtazri the Brutal

Challenge
str
19
dex
18
con
17
int
16
wis
13
cha
12

AC 15 (natural armor)
HP 95 (10d12 + 30; bloodied 47)
Speed 60 ft.


Proficiency +3; Maneuver DC 16
Saving Throws Str +7, Wis +4
Skills Athletics +7, Perception +4 (+1d8), Stealth +7 (+1d4), Survival +4 (+1d4)
Senses darkvision 120 ft., passive Perception 19
Languages Common, Sylvan


Combat Maneuvers (6 exertion/Rest). Abtazri knows the Tempered Iron and Tooth and Claw combat traditions. She can spend exertion to activate the following combat maneuvers:

Tempered Iron: imposing glare (1st), purge magic (1st), zealous stance (1st), faith within (2nd), gaze of conviction (2nd)

Tooth and Claw: expert tumble (2nd), primal intercept (2nd)

Fighting Style: Technical Fighting. Whenever Abtazri uses a combat maneuver, any damage dealt by attacks using it deals an additional 2 damage, and her maneuver DC increases by 1 (included above).

Magic Weapons. Abtazri’s weapon attacks count as magical for the purposes of overcoming damage resistances and immunities .


ACTIONS

Extra Attack. Abtazri attacks twice when she takes the Attack action.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8+4) slashing damage. If Abtazri moves at least 10 feet towards her target before making this attack, she gains advantage on the attack.

+2 Spear. Melee or Ranged Weapon Attack: +9 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 13 (2d6 + 6) magical piercing damage. Immediately after hitting or missing the target after it is thrown, the +2 spear reappears in Abtazri’s claws.


BONUS ACTIONS

Expert Tumble (2 exertion). As long as Abtazri moves her full Speed on her turn, her AC increases by 3 until the start of her next turn.

Gaze of Conviction (2 exertion). Abtazri stares down a creature she can see within 30 feet, and if it can see her it makes a DC 15 Wisdom saving throw . On a failure, the creature is compelled to attack Abtazri. On its turn the creature moves towards her and makes as many attacks against Abtazri as it can. The effects of this maneuver end early if Abtazri attacks a different creature.

Imposing Glare (1 exertion). One hostile creature Abtazri can see within 30 feet. If it can see her, it makes a DC 15 Charisma saving throw or is frightened of Abtazri until the end of her next turn. After she has used this maneuver against a creature, until the end of combat it has advantage on saving throws to resist Imposing Glare.

Zealous Stance (1 exertion). Once activated, this combat stance remains active until Abtazri is knocked unconscious , stunned , activates a different combat stance, begins a long rest , or chooses to end it on her turn. When she makes her first attack on her turn, Abtazri can decide to gain an expertise die on melee weapon attack rolls until the start of her next turn. When she does so, until the start of her next turn attack rolls against Abtazri gain an expertise die.


REACTIONS

Faith Within (1 exertion). When Abtazri fails a saving throw against a spell or other magical effect that makes her charmed , frightened , poisoned , or stunned , at the start of her turn she can use her reaction to repeat the saving throw.

Primal Intercept (2 exertion). When a creature makes a melee weapon attack or attempts to grapple Abtazri, she can make a melee weapon attack against it.

Purge Magic (1 exertion). When a creature Abtazri can see within her reach casts a spell she can make a melee weapon attack against it.

Combat

Abtazri ambushes spellcasters, using Gaze of Conviction against healers and devastating a party’s mage by making an attack with Purge Magic whenever possible.

Description

Born with an incredibly keen mind, the allosaurus Abtazri realized the responsibility of her impressive intellect after defeating her third fearsome predator and began seeking out sacred places in need of protection.

Signs

1 Warnings against trespassers roughly scrawled in Sylvan by a large claw.

2 A humanoid’s decapitated head mounted on a crude spear, the ears half-eaten and the eyes clawed out.

3 The flayed remains of a humanoid with the fingers and toes gnawed down to the bone.

4 Dried and stretched intestines that crudely spell the words “keep out” in Common.

Encounters

Sacred places of nature found in desert, hills, grassland, forest, jungle, mountains, and swamps might be defended by any or all of the Saurian Three.

Monster Type Description

Beasts are natural animals whose existence and abilities are nonmagical. A bear and a tyrannosaurus rex are both beasts.