Page 135 - Critical Role: Tal’Dorei Campaign Setting
P. 135
tal’dorei campaign guide
Though the fearsome Herd of Storms was broken at storm-children, those who lived through the reign of
Westruun during the Chroma Crisis, most of the goli- Kevdak and Umbrasyl, have just entered adulthood. They
aths that made up the herd still roam across the Dividing are ready to forge new legends.
Plains. Many joined with the Rivermaw Tribe, a vast,
nomadic community of goliaths, humans, and other goliath brawler
free folk of the plains. What few stormborn remain
Some prideful goliaths are so assured in their own
are now part of the Rivermaw. The next generation of
strength that they refuse to use weapons. Most goliaths
learn how to fist-fight from a young age, but goliath
brawlers go so far as to eschew weapons even on the bat-
Goliath Brawler tlefield. Goliath brawlers loyal to the Rivermaw Tribe
usually lead the charge on the battlefield, using their
Medium humanoid (goliath), chaotic neutral
exceptional speed and brute strength to throw the enemy
vanguard into chaos.
Armor Class 15
Hit Points 65 (10d8 + 20) Beyond the Dividing Plains, goliath brawlers can be
Speed 40 ft. found within criminal organizations as muscle, in under-
ground fighting rings, and as personal bodyguards. In
Str dex con int wiS cha Emon, the most famous goliath brawlers have made a
17 (+3) 14 (+2) 15 (+2) 9 (-1) 16 (+3) 7 (-2) name for themselves within the Godsbrawl Ring, repre-
senting the Stormlord in the annual holy tournament.
Skills Acrobatics +4, Athletics +5, Perception +5
Senses passive Perception 15
Languages Common, Giant
Challenge 3 (700 XP)
Kraghammer Goat-Knight
Unarmored Defense. While the brawler is wearing no armor Medium humanoid (dwarf), neutral good
and not wielding a shield, its AC equals 10 + its Dexterity
modifier + its Wisdom modifier. Armor Class 20 (plate, shield)
Hit Points 52 (8d8 + 16)
Actions Speed 25 ft., mounted 40 ft.
Multiattack. The brawler makes three unarmed strikes.
Str dex con int wiS cha
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft.,
16 (+3) 8 (-1) 14 (+2) 10 (+0) 11 (+0) 14 (+2)
one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target
is a creature, the brawler can choose one of the following Saving Throws Str +5, Dex +1, Con +4, Int +2, Wis +2, Cha +4
additional effects: Skills Nature +3, Religion +6
Damage Resistances poison
• Bruise. The target must succeed on a DC 13 Constitution
Condition Immunities diseases
saving throw. On a failure, its speed is reduced by 5 feet
Senses darkvision 60 ft., passive Perception 12
until it receives at least 1 point of magical healing. A DC 15
Languages Common, Dwarvish
Wisdom (Medicine) check performed as an action can also
Challenge 3 (700 XP)
restore any lost speed.
• Disarm. The target must succeed on a DC 13 Strength saving Aura of Protection. Whenever the goat-knight or a friendly
throw or drop one item it is holding. The brawler may choose creature within 10 feet of it makes a saving throw, the creature
which item is dropped, and may choose to pick it up. gains a +2 bonus (included above). The knight must be conscious
to grant this bonus.
• Suplex. The target must succeed on a DC 13 Strength saving
throw or be knocked prone. Dwarven Resilience. The goat-knight has advantage on saving
throws against poison.
Reactions
Spellcasting. The goat-knight is a 6th-level spellcaster. Its
Endurance. When the stormborn takes damage, it may reduce
spellcasting ability is Charisma (spell save DC 16, +8 to hit
the damage by 8 (1d12 + 2). It cannot use this trait again until it
with spell attacks). The goat-knight has the following paladin
completes a short or long rest.
spells prepared:
1st level (4 slots): bless, cure wounds, protection from evil and good,
sanctuary, shield of faith
2nd level (2 slots): branding smite, lesser restoration, locate object,
zone of truth
“Well and damn me if I don’t tell you the secret to
Actions
real joy in this League, me lad: Find yoursel’ a fight
Multiattack. The goat-knight makes two warhammer attacks.
with one o’ them goliaths what favor fisticuffs. Dead
silent, like boulders brought to life—none of the Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one
roaring and grunting of other fighters. Quiet enough target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3)
to hear the crunchin’ when them fists the size o’ hams bludgeoning damage if used with two hands.
slam into their opponent. Nothing gets a crowd
cheering and bettin’ quite like that does, I tell you!”
– Grogan the Bookie, of the Brawler’s
League, to his apprentice

