Angelic Weapons. Bran's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).
Divine Awareness. Bran knows if it hears a lie.
Innate Spellcasting. Bran's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:
3/day each: blade barrier
1/day each: commune, control weather
Magic Resistance. The solar has advantage on saving throws against spells and other magical effects.
Multiattack. Bran makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
Flying Sword. Bran releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If Bran can see the sword, Bran can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the Bran's hands. If the hovering sword is targeted by any effect, Bran is considered to be holding it. The hovering sword falls if the Bran dies.
Thunderclap. (After health reaches half ) Bran create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than Bran, must succeed on a Constitution saving throw of 17 or take 4d6 thunder damage.
Thunderwave. (after health reaches half) A wave of thunderous force sweeps out from Bran. Each creature in a 15-foot cube originating from you must make a 17 Constitution saving throw. On a failed save, a creature takes 5d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
Thundergod. (health reaches half) When Bran Brower's health reaches half he transforms into a celestial thundergod, he gains new abilities and attacks upon reaching it and gains an extra blade that deals thunder damage and acts as a bonus action
Bran can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Bran regains spent legendary actions at the start of its turn.
Teleport. Bran magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Searing Burst (Costs 2 Actions). Bran emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
Blinding Gaze (Costs 3 Actions). Bran targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
Summon Attacks (Costs 3 Actions). Bran summons one attack from his allies who have fallen.
Multi-Breath. Bran summons a mutant Vincent head that exhales all breathes in one attack in a 15--foot cone. Each creature in that area must make a DC 15 Dexterity saving throw for each breath, taking 31 (7d8) acid, fire, frost, or lightning damage on a failed save, or half as much damage on a successful one.
Ion Charge Blast (Recharge once a day). Bran summons a mech contruct of Silas's mech that charges up a magic energy blast. Each creature in that area must make a DC 16 Dexterity saving throw, taking 32(2d12+8) on a failed save
Mass Illusion (one time use). Bran summons a monsterous Nilus that sends out a psychich blast that over takes all creatures who do not succeed on a DC 17 intelligence saving throw and causing them to have illusions of mass monsters appear around them and reality to seem to shift which will last for 5 minutes. Monsters encountered will not be able to be hit nor can be touched. all damage dealt by an illusion monster will come from Nilus attacking or other party members attacking. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Thunderstrike. (after health is half) Bran Summons a lighting strike one a player, players must make a dexterity saving throw of 17. On a failed save the enemy must make a 6d12 thunder damage and 4 turns of paralysis, on a successful save, the enemy takes half damage and no status effects.
Previous Versions
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7/20/2020 12:12:22 PM
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