5e SRD >Gamemastering >Monsters & Foes >NPCs >

Madman

Medium humanoid (any race), chaotic evil

Armor Class 14 (hide)
Hit Points 95 (10d8 + 50)
Speed 40 ft.

STR DEX CON INT WIS CHA
26 (+8) 16 (+3) 20 (+5) 5 (–3) 5 (–3) 10 (+0)

Skills Athletics +11
Damage Immunities psychic
Condition Immunities charmed, frightened
Senses passive Perception 7
Languages Common
Challenge 5 (1,800 XP)

Special Traits

  • Brute. A melee weapon deals one extra die of its damage when A madman hits with it (included in the attack).
  • Insane. A madman is immune to all spells and magical effects that impact the mind.
  • Reckless. At the start of his turn, A madman can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.

Actions

  • Multiattack. A madman makes two melee attacks.
  • Greatclub. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene