Hunting in the Shadows. While in dim light or darkness, the brøndmand can take the Hide action as a bonus action.
Spellcasting. The brøndmand is a 3-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +2 to hit with spell attacks). The brøndmand has following Necromancer spells prepared:
Cantrips (at will): Chill touch, Toll the Dead
1st level (3 slots): Inflict Wounds 2nd level (2 slots): Blindness\Deafness 3d level (1 slot): Bestow Curse
Multiattack. The Brøndmand takes two claw attacks.
Claw. Melee Weapon Attack: +3 to hit, reach 8 ft., 1 target. Hit: 6 (2d4 + 1) slashing damage and 9 (2d6+2) poison damage.
Brøndmand's Gift. The brøndmand targets one creature it can see within 50 feet of it. If the target can see the brøndmand it must succeed on a DC 14 Charisma save or be paralyzed until it succeeds a save. If it fails by 10 or less it starts to take 1d4 points of damage on each turn. Anyone who touches an infected creature will also take the effects of the brøndmand's gift. It can be lifted with a successful medicine check of 14 or the spell "Greater Restoration".
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Eye for an Eye. When the brøndmand drops below 20 HP, any none magical damage against it will halve. The rest of the damage will deflect of of it, wounding the attacker.
The brøndmand can expend it's first action starting the Legendary action using it's full turn. One it's last turn it can use a bonus action. It can only use this once a day.
Summon Haunt (Costs 2 Actions). The brøndmand can summon 1d4 ghosts (see Monster Manual) of creatures it has killed. The ghosts take the rolls of 5, 8, 12, and 15 or just under. They have the same stats as normal ghosts, but with a few exception: They are invisible, thus canceling out the "Horrifying Visage" trait, they can not speak, and can cast Chill Touch. They vanish once they are killed, or the brøndmand dispels them with a bonus action.
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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
They are creatures spawned of darkness, the well men, the child-eaters and goat-stealers. They have only been described as tall and spindly with inky black skin and eyes the color of blood. They send the spirits of those they have killed to bring sickness to local towns, taking pleasure in death. Church-folk have no power over them, and they can only be banished by wise men and woman who throw gold into their wells. They see this as payment and will leave. Brøndmand are notoriously hard to find, and they sense a trap like anything. If they find something to their liking they will take it, but if it is returned it will be cursed.
Lair and Lair Actions
A brøndmand's lair always consists of and old crumbling well. They can live there their entire lives, waiting for unfortunate prey -human or animal- to come seek water. It will then snatch them up for food, using their bones to line it's home.
Lair Actions
On initiative count 7 (losing initiative ties), the brøndmand takes a lair action to cause one of the following effects; the brøndmand can’t use the same effect two rounds in a row:
- All creatures within 10 feet of the brøndmand's well must succeed a DC 14 Wisdom save or suffer short-term memory loss. This lasts ten minutes.
- Fog billows from the well, filling the area. This counts as magical darkness and lasts for one round of action. All attacks are rolled at disadvantage, including the brøndmand's.
Regional Effects
The region containing a legendary brøndmand’s lair is lightly haunted, which creates one or more of the following effects:
- All creatures entering a one mile radius of the brøndmand's lair must roll a d20. Anything under a ten and they become excruciatingly dry-mouthed and count as charmed. The brøndmand uses this as a hunting strategy.
- Birds do not call in this area for they know not to alert the brøndmand of their presence.
- It is constantly cloudy and raining water that dissolves as soon as it touches the ground.
If the brøndmand dies, these effects fade over the course of 2d10 days.