Vault Shield. Braum carries an unbreakable vault door as his shield and weapon. This gives Braum an AC of 18.
Concussive Blows. When Braum hits a creature with an attack or Winters Bite, that creature is marked with 1 stack of Concussive blows until the beginning of Braum's next turn. After being marked with Concussive blow, a creatures takes an additional stack of Concussive blows from any attack that hits it. If a creature reaches 4 stacks of Concussive blows they are stunned until the end of their next turn.
Multiattack. Baum makes two attacks. One with Whack and one with Winter's Bite.
Whack. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 12 (1d8 + 7) bludgeoning damage.
Winter's Bite. Ranged Weapon Attack: +10 to hit, range 30 ft., 1 target. Hit: 15 (2d8 + 6) cold damage.
Glacial Fissure. Braum slams the ground and creates a fissure of jagged ice. All creatures and objects in a 45 ft. long, 10 ft. wide line,must make a Dexterity saving throw or take 3d6 (10) bludgeoning damage, 3d6 (cold) damage, and be knocked up 30 feet into the air. On a successful save, creatures take half damage and are not knocked up. This area is considered difficult terrain until the end of Braum's next turn.
Unbreakable (Recharge 6). As a bonus action, Braum may set his shield in a direction, creating a 10ft square, translucent, magical, shield. Until the end of Braum's next turn Braum gains +2 to AC and all projectiles, ranged attacks, line spells, and magic missiles are redirected at Braum if passing threw the shield. Braum completely negates all damage from the first damage that hits the shield. Braum then is resistant to any additional damage that hits the shield.
Stand Behind Me (Recharge 4-6). When an ally of Braum is damaged by a hostile creature within 20 ft., Braum may move to within 5ft. of their ally as close to the hostile creature as possible and take the damage for the ally. Until the end of Braum's next turn, he and his ally gains +2 to AC and all saving throws.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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