Madman (5e Creature)
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Madman[edit]
Medium humanoid (any race), chaotic evil Armor Class 13 (leather armor)
Saving Throws Dex +4 Pin Opponent. A madman can use an action to pin a creature it is grappling. To do so, the madman must make another grapple check. If it succeeds, both the madman and the creature are restrained until the grapple ends. Sneak Attack (1/Turn). The madman deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the madman that isn't incapacitated and the madman doesn't have disadvantage on the attack roll. ACTIONSMultiattack. The madman makes two attacks. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
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For some, psychological traumas or the sight of the horrors dwelling in a fantasy world are too much to bear. While those too weak to cope with the things they have seen are destroyed, others are driven into absolute madness. Twisted to evil, these madmen prowl the night looking for fresh victims—often their own friends and neighbors—to slaughter. |
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