Ruffboi

by 1d6Adventurers

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Ruffboi


Canitaurs, or canine centaurs, come in all shapes and sizes. The ruffboi lifestyle is typically more appealing to the more muscular breeds of canitaur, like bulldogs and bull terriers. Ruffbois are not a subrace of canitaur, but rather a colloquial name for canitaur gladiators.

Grand Tournaments. Among canitaurs, ruffbois are treated like celebrities, with ruffboi tournaments attended by hundreds if not thousands of spectators cheering for their favourite competitors. Unlike the blood sports of old, these tournaments are not events for public execution and grisly scenes, but rather a celebration of strength and prowess. The competitors fight in single combat, or grand battle royales, with the victor winning great renown, and riches.

Combat Traning. Ruffbois practise with a variety battle tactics and military drills, but their true power comes from the thrill of the fight. Using the surge of adrenaline they get from a battle well fought, the ruffboi can perform feats of strength usually beyond them, and stay in the fight a little longer to land themselves a victory.


Ruffboi

Large monstrosity, chaotic neutral


  • Armor Class 16 (studded leather, shield)
  • Hit Points 127 (15d10 + 45)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 16 (+3) 9 (-1) 13 (+1) 11 (+0)

  • Skills Athletics +7, Intimidation +3, Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Common
  • Challenge 7 (2,900 XP)

Battle Glory. When the centaur reduces a creature to 0 hit points or scores a critical hit, it gains 18 (4d8) temporary hit points, and has advantage on Strength checks and saving throws until the end of its next turn.

Charge. If the centaur moves at least 20 feet straight toward a target, and then hits it with a claws attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Keen Hearing and Smell. The centaur has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Reckless. At the start of its turn, the centaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Multiattack. The centaur makes three attacks: two with its maul and one with its claws.

Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage, or 10 (1d12 + 4) if used with two hands.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Reactions

Fetch. In response to a ranged weapon attack passing within 5 feet of it, the centaur deflects the missile. The damage of the attack is reduced by 9 (1d10 + 4). If the damage is reduced to 0, the centaur catches the missile if it's small enough to hold in it's teeth.

Created by u/1d6Adventurers for /r/MonsteraDay

Artwork: "Bulldog Gladiator" by Nikita Orlov

 

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