Medium Humanoid, Neutral
AC 14 natural armor    Initiative +3 (13)
HP 65 (10d8 + 20)
Speed 30 ft.
Mod Save
STR 19 +4 +6
DEX 13 +1 +1
CON 14 +2 +4
Mod Save
INT 10 +0 +0
WIS 11 +0 +0
CHA 16 +3 +3
Skills Athletics +5, Insight +3
Resistances Necrotic
Immunities Charmed
Senses Passive Perception 12
Languages Common
CR 4 (XP 1,100; PB +2)
Traits

Claimed Vessel. Brackston is bound to a supernatural force but remains fully aware of his actions. If Brackston is reduced to 0 hit points, he falls unconscious and is stable instead of dying, unless the damage is radiant or the result of a critical hit.

Borrowed Strength. Once on each of his turns, when Brackston hits with a melee weapon attack, the attack deals an extra 7 (2d6) necrotic damage.

Bloodied Frenzy. When Brackston is reduced to half his hit points or fewer for the first time, he enters a frenzy until the end of his next turn. While frenzied, Brackston has advantage on melee weapon attack rolls, and his melee weapon attacks deal an extra 3 (1d6) necrotic damage.

Relentless Will. Brackston has advantage on saving throws against being frightened.

Actions

Multiattack. Brackston makes two melee attacks.

Claim-Twisted Tool. Melee Attack Roll: +5, reach 5 ft., one target. Hit: 9 (1d8 + 3) bludgeoning damage plus 7 (2d6) necrotic damage.

Grasp of the Claim (Recharge 5–6). One creature Brackston can see within 15 feet must succeed on a DC 13 Strength saving throw or be grappled (escape DC 13). While grappled in this way, the creature is restrained. A restrained creature takes 5 (1d10) necrotic damage at the start of each of its turns.

Bonus Actions

Driving Advance. Brackston moves up to 10 feet toward a hostile creature he can see. This movement does not provoke opportunity attacks.

Grit Through Pain (1/Day). Brackston gains 10 temporary hit points.

Reactions

Refuse to Fall (1/Turn). When Brackston would be knocked prone or disarmed, he can make a DC 12 Constitution saving throw. On a success, the effect is negated.

Description

Medium humanoid (human), neutral

Armor Class 14 (natural armor from the Claim)
Hit Points 65 (10d8 + 20)
Speed 30 ft.

STR 16 (+3)
DEX 12 (+1)
CON 14 (+2)
INT 10 (+0)
WIS 11 (+0)
CHA 14 (+2)

Saving Throws Str +5, Con +4
Skills Athletics +5, Insight +2
Damage Resistances necrotic
Condition Immunities charmed (while claimed)
Senses passive Perception 10
Languages Common
Challenge 4 (1,100 XP)
Proficiency Bonus +2

Treasure. Brackston carries his scythe weapon and worn farming tools (ragged knife, animal brush, coil of twine), personal effects (small pouch of jerky and small pieces of bread, and a broken pocket watch), and a small pouch containing 15 gp. Bound tightly to his arm is a glowing sigil etched with ancient Elvish script, radiating faint light-blue energy. The sigil is the source of the unnatural power sustaining him.

Removing the sigil intact causes a violent psychic backlash. When the sigil is removed, each creature within 10 feet of Brackston must make a DC 13 Dexterity saving throw, taking 1d8 psychic damage and 1d6 lightning damage on a failed save, or half as much on a success. Brackston automatically takes 2d10 psychic damage and 2d6 lightning damage when the sigil is removed.

Habitat: AnyGrassland

Nickelnyla

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