Second Wind (Recharges 5-6). As a bonus action, Brikash can regain 15 hit points.
Indomitable (2/Day). Brikash re-rolls a failed saving throw.
Multiattack. The champion makes two attacks with its greatsword.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining.
Lair and Lair Actions
Brikash is a mastermind, his lair resting deep in the heart of the city, underneath the orphanage he claims to use to protect children while he traffics them for greed. The dimly lit area smells of liquor and sweat, the symbols and crests of the lives taken as Executioner rest on the walls.
On initiative count 20 (losing initiative ties), Brikash takes a lair action to cause one of the following effects; Brikash can't use the same effect two rounds in a row:
- Toxic Waste: A large cloud, smell resembling that of strong liquor, permeates the air. The next negative consequence Brikash would suffer on a failed save are negated.
- Tortured Mind: Screams of children echo across the room, each creature, except Brikash, in a 60-foot-radius must make a Wisdom (DC 13) saving through or be Frightened.
- Executioner: Calling on the souls of those slain, empowered by their fear, Brikash feels invigorated. The next attack action Brikash takes can be made with advantage.
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