Special Trait Name. Enter the description for your special trait.
Spellcasting. Brakken is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Brakken has the following Paladin spells prepared:
1st level (4/day): [Hellish Rebuke], [Inflict Wounds],[Command], [Cure Wounds], [Detect Magic]
2nd Level (3/day): [Crown of Madness], [Darkness], [Aid], [Branding Smite], [Find Steed], [Lesser Restoration], [Locate Object], [Magic Weapon], [Protection From Poison], [Zone of Truth]
3rd Level (3/day): [Animate Dead] [Bestow Curse], [Create Food and Water], [Daylight], [Dispel Magic], [Magic Circle], [Remove Curse], [Revivify]
(Aura of Protection): Whenever Brakken or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.
(Extra Attack): Brakken attacks twice, instead of once, whenever he takes the Attack action on his turn.
(Divine Smite): Brakken is so suffused with bitter, furious might that all his melee weapon strikes carry necrotic power with them. Whenever he hits a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. Expending a spell slot, he can deal extra damage with his Divine Smite. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a creature with a good alignment, to a maximum of 6d8.
(Aura of Courage): Brakken is so damned terrifying that all allies cannot be terrified of opponents while within 10 feet of him because he is worse.
As an action, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.
Control Undead:(4/day)
As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your paladin level is immune to this effect.
Divine Sense:(2/day)
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
If either weapon has the thrown property, you can throw it instead of making a melee attack.
[Branding Smite], [Magic Weapon] (2/day)
Attacks:
Opportunity Attack
Spells:
Hellish Rebuke (1st)
Special Actions:
Ring of Evasion (3/day):
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
A Silver Dragonborn who appears to be covered in ash stands 6' 8" and weighs 310 lbs. He's the leader of the mercenary gang known as Brakken's Teeth who'll clamp down on anyone for the right price. His gang is the most fierce and best equipped in the wastelands. With a fierce temper, keen mind, and almost no concept of honor or duty he simply does what he pleases and only honors deals if he feels like it. He takes great pride in being the best and having the best and will hunt down and disembowel anyone who even whispers otherwise.
Wears Boots of Striding and Springing: [walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.]
Has Bag of Holding
Has Figurine of Wonderous Power Ivory Goats
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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