Daask Bruiser

Eberron: Forge of the Artificer p. 58

Tamaño
Mediano
Tipo
humanoid (gnoll)
Alineamiento
neutral malvado
CA
17
Iniciativa
+5
Puntos de golpe
150 (20d8+60)
Velocidad
walk 30 ft.
Salvaciones
Str +9, Con +7, Wis +5
Habilidades
Athletics +9, Intimidation +6, Perception +5
Sentidos
Darkvision 60 ft
Percepción pasiva
15
Idiomas
Common, Gnoll
Desafío
9
Linaje
Daask
FUE
20
+5
DES
13
+1
CON
16
+3
INT
10
+0
SAB
12
+1
CAR
14
+2

Rasgos

Proficiency Bonus

+4

Blood Frenzy

The bruiser has Advantage on attack rolls against any creature that doesn't have all its Hit Points.

Acciones

Multiattack

The bruiser makes three Pummel attacks and uses Glare.

Pummel

Melee Attack Roll: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) Bludgeoning damage.

Glare

Wisdom Saving Throw: DC 14, one creature the bruiser can see within 30 feet. Failure: The target has the Frightened condition until the start of the bruiser's next turn.

Reacciones

Smackback

Trigger: The bruiser takes damage from a creature within 5 feet. Response: The bruiser makes one Pummel attack, targeting the triggering creature.

Otros datos

description

Daask: Daask is a violent gang of muggers, extortionists, looters, cultists, and drug dealers supported by such monsters as harpies, medusas, minotaurs, ogres, and trolls. It seems like a simple criminal gang engaged in a battle for territory and power against the Boromar Clan and the forces of law and order — but the truth is more complicated. In fact, the members of Daask take their orders from Sora Katra, one of the three hags (the Daughters of Sora Kell) who rule the nation of Droaam. Daask's operations in Sharn are only a small part of a much larger scheme.

Goals of Daask: The goals of Daask, like those of the Daughters of Sora Kell, are shrouded in mystery. As described in Eberron: Rising from the Last War, the reason for Daask's existence depends on the path you choose for the Daughters of Sora Kell — whether they seek peace and stability for their young nation of mistrusted monsters, desire to end humanity's dominance over Khorvaire and let monsters rule, or merely follow the visions of Sora Teraza wherever they lead. Regardless of Daask's larger purpose, however, one immediate goal remains: to eliminate the Boromar Clan, or at least break its hold on Sharn's criminal underworld. Its methods range from street violence — mugging, armed robbery, and even pillaging — to extortion and trade in drugs.

A Daask Arc: The conflict between inquisitives and Daask might follow this broad outline.

  • Levels 1–4. The characters investigate crimes perpetrated by Daask against businesses they eventually discover are a­ffiliated with the Boromar Clan. The Sharn Watch might hire the characters to help bring a Daask gang to justice, but the inquisitives eventually learn that the Boromar Clan seeks to use the Watch and the characters to strike back at Daask.
  • Levels 5–10. What seems like a routine case of a wealthy noble disappearing into a drug den while looking for thrills leads the characters to dig into Daask's trade in dragon's blood, a mysterious and dangerous new drug. The investigation drives the characters into conflict with increasingly powerful monsters affi­liated with the gang.
  • Levels 11–16. Daask operatives kidnap a prominent figure in Sharn, but the freed "victim" turns out to be a doppelganger. The characters are hired to retrieve the real victim, who is undergoing a ritual that will eventually transform them into a hag.
  • Levels 17–20. While Daask stirs up riots in the Cogs and Malleon's Gate, the characters discover that the gang has also planted arcane explosives across the city. The characters must find the explosives before Sharn is thrown into utter chaos.

Daask Enforcers: Daask's agents in Sharn include changelings, goblins, humans, and shifters recruited in the city, as well as monsters that have come to Sharn from Droaam: gnolls, harpies, medusas, minotaurs, ogres, trolls, and an oni leader named Cavallah. Droaam's gnolls are untainted by the demonic influence of Yeenoghu; many such enforcers use the stat blocks presented here.

Daask Bruiser: Intimidating and powerful, bruisers lead Daask operations when more violent and decisive shows of force are needed. These enforcers relish the brutality of their work.