Magic Resistance. Bramble Jeem has advantage on saving throws against spells and other magical effects.
Ram. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.
Huge Curved Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Javelin of Lightning (1/day). Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 14 (4d6) lightning damage. Whether or not the attack hits, each creature in a 5 ft. line between but not including Bramble Jeem and the target (up to 120 ft. away) must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed saving throw or half as much on a successful one.
Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. This attack is magical. Bramble Jeem cannot use this action if he has thrown and not recovered the javelin of lightning.
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