Undead Intimidation. Bandit King Brahame has an advantage on all intimidation checks made.
Undead Aura. Anyone within 15ft of Bandit King Brahame must make a con save DC:12 or stay at least 15ft from Bandit King Brahame.
Multi Attack. Bandit King Brahame makes 2 Melee attacks per turn and can make a ranged attack if no one is within 15ft of him.
Action Melee Attack. Melee Weapon Attack: +9 to hit, reach 10ft., 1 target. Hit: 8 (2d6 + 2) bludgeoning damage.
Action Ranged Attack. RangedWeapon Attack: +5 to hit, range 15/45 ft., 1 target. Hit: 11 (2d10 + 2) bludgeoning damage.
Primal Defense. Bandit King Brahame can unleash his primal defense as a bonus action. Until his next turn, he becomes immune to all non-magical damage and resistant to all other damage. If he were to be knocked unconscious during this round, he instead falls to 1hp. This bonus action can be done 3 times per day.
Spellcast Deflection. If someone makes a ranged spell attack against Bandit King Brahame you can make a melee attack against the spell attack. If you manage to out-roll the player's roll, deflect the ranged attack to one side of you.
Description
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Lair and Lair Actions
Bandit King Brahame can summon bandits to come and help him in his fight.
Lair Actions
On initiative count 18 (losing initiative ties), Bandit King Brahame can choose to take a lair action to cause the following effect; this effect can only be done twice per day;
- Bandit King Brahame slams his fists on the ground. Roll a d6 to determine how many bandits are summoned. Roll a d4 to determine how many rounds it takes them to appear.
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