Brikmaan (5e Creature)

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Brikmaan[edit]

Small humanoid (goblinoid), neutral


Armor Class 10 (leather armor)
Hit Points 13 (3d6 + 3)
Speed 30 ft.


STR DEX CON INT WIS CHA
11 (+0) 8 (-1) 12 (+1) 11 (+0) 12 (+1) 9 (-1)

Skills Insight +3, Persuasion +1
Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 11
Languages Common, Goblin and one other language (usually Dwarvish, Elvish, or Halfling)
Challenge 1/2 (100 XP)


Merchant's Intuition. When the brikmaan spends at least 1 minute observing or interacting with another creature outside combat, it has advantage on Wisdom (Insight) checks against the creature.

ACTIONS

Enlarge (Recharges after a Short or Long Rest). For 1 minute, the brikmaan magically increases in size, along with anything it is wearing or carrying. While enlarged, the brikmaan is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the brikmaan lacks the room to become Large, it attains the maximum size possible in the space available.

Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 7 (2d6) bludgeoning damage while enlarged.

Javelin. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 3 (1d6) piercing damage, or 7 (2d6) piercing damage while enlarged.


Brikmaani are distant cousins of goblins and hobgoblins, but they beg to differ with their infamous relatives. Instead of constantly bickering for authority and power, a typical brikmaan achieves one's own authority and power in the form of wealth and commerce, often constantly bickering for selling one more merchandise in the process.

Goblinoids. Brikmaani belong to a family of creatures called goblinoids. Goblins belong to a family of creatures called goblinoids. Brikmaani has seen their larger cousins, hobgoblins and bugbears, bullying their other kin, and decided that whatever happens to them, "Getting bullied by bigger guys in the family" will never be on their to-do list.

Bridge Bazaar. Brikmaani seldom build or craft goods by themselves—they find it easier to buy ready-made products from other colonies and communities. Often a handful of brikmaani will come along the road, holding a large sack full of coins of various color, and buy off a local bridge. Under the bridge they find shelter, prop up some goods they found from somewhere else, and hang out a large flag advertising their newly-founded enterprise. In no time at all more brikmaani will join the trade, and when a bridge becomes too small to accommodate all brikmaani, a large bazaar will be established under the bridge, around the bridge, and sometimes in a newly dug out cavern beneath the bridge. An adventurer in desperate need of extra supplies can search for a bridge near to find a local brikmaani bazaar, always flourishing with new goods from all corners of the world.

A Merchant and A Bouncer. The easiest way to awaken the inner savagery of a brikmaani is to cheat in their trade—a keg full of spoiled apples, counterfeit coins, or a sharp sleight of hand will do. Brikmaani seldom tolerate a cheap shot, and should they ever face one, their inner brutality manifests as they suddenly grow into a gigantic brute. Because of this nature, a store owned by a brikmaan often has no bouncers—a merchant and a bouncer are, for them, one and the same.

Grudges with Trolls. The introduction of brikmaani was applauded by, of all creatures in the Material Planes, trolls. An unidentified rumor tells that brikmaani flesh to trolls is like a foie gras to humans. Whatever the reason is, the brikmaani community quickly developed a ferocious hatred toward trolls, to the point that a famous brikmaani slang for a foiled business is "troll business". To unwise adventurers, the brikmaani bazaar is known as "that bazaar under the troll bridge", much to the merchants' annoyance. Mentioning this in front of a brikmaan is one of the fastest ways to get kicked out of its store.

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