Medium Humanoid (Human), Chaotic Good
Armor Class 14 Studded Leather Armor
Hit Points 45 (45d8)
Speed 30 ft.
STR
14 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws STR +4, CON +4
Senses Passive Perception 12
Languages Common, Undercommon
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Multiattack: Brask makes two melee attacks.

Leadership (Recharges after a Short or Long Rest): For 1 minute, Brask can utter a special command or warning whenever a non-hostile creature that he can see within 30 feet makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Brask. A creature can benefit from only one Leadership die at a time. This effect ends if Brask is incapacitated.

Actions

Longsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) slashing damage.

Shortbow: Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 1) piercing damage.

 

Reactions
  • Parry: Brask adds 2 to his AC against one melee attack that would hit him. To do so, Brask must see the attacker and be wielding a melee weapon.
Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

Brask is a rugged, middle-aged human male with a scar across his weathered face, a testament to his many battles. His piercing blue eyes and perpetual scowl reflect a hardened demeanor and sharp intellect. Wearing worn but functional studded leather armor, Brask exudes the confidence and readiness of a seasoned mercenary leader. He wields a longsword with practiced ease, and a shortbow is slung across his back. Despite his rough exterior, Brask harbors a deep loyalty to his fallen comrade Thalin, driving his mission to gather and destroy the Echo Herb to prevent its misuse. His cunning and resolve make him a formidable opponent and a respected leader among his band of mercenaries.

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.

Kraft_Chronicles

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