Tactical Combat: The Brams Reaver can use their bonus action to direct allies within 30 feet to gain advantage on their next attack roll or ability check (can be used once per turn).
Mercenary's Resilience: When the Brams Reaver takes damage from an attack, they can use their reaction to reduce the damage by 5.
Multiattack: The Brams Reaver makes two melee attacks with their longsword or one melee and one ranged attack with a shortbow.
Longsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8 + 3 slashing damage.
Shortbow: Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 1d6 + 3 piercing damage.
Throwing Knives (Recharge 5–6): The Brams Reaver throws up to three daggers at different targets. Range: 20/60 ft. Attack: +6 to hit, one target. Hit: 1d4 + 3 piercing damage per target.
Parry: The Brams Reaver adds 3 to their AC against one melee attack that would hit them. To do so, the Reaver must be wielding a melee weapon.
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.
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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