| Mod | Save | ||
|---|---|---|---|
| STR | 21 | +5 | +7 |
| DEX | 12 | +1 | +1 |
| CON | 16 | +3 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 12 | +1 | +1 |
| CHA | 8 | −1 | −1 |
Remarkable Athlete. After scoring a critical hit, Branmil can move up to half his speed without provoking opportunity attacks.
Action surge (1/day). Branmil can take an additional action on his turn.
Alert. Branmil has advantage on intiative rolls.
Intimidating stature. Branmil uses his Strength ability score modifier for intimidation checks.
Flame Tongue Flail. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d8 + 5) Bludgeoning damage, plus 7 (2d6) Fire damage if the flame tongue is active. In addition, a creature hit by this weapon has disadvantage on their next attack roll.
Javelin. Ranged Attack Roll: +7, range 30/120 ft. Hit: 8 (1d6 + 5) Piercing damage. In addition, if Branmil hits a creature and does damage to it with the javelin, its movement is reduced by 10 ft until the start of Branmil's next round.
Fighter skills (2/day): Branmil may choose one of the following two effects:
- Second wind. Branmil heals himself for 1d10 + 4 hit points.
- Tactical mind. Branmil adds 1d10 to an ability check.
Ignite Flail. Branmil may use his bonus action to engulf his flail in flames, adding 2d6 fire damage on a hit. While ignited, the flail sheds bright light in a 40 ft radius, and dim light for an additional 40 ft.
Description
This monster stat block is intended to be used with the Fort Daylight adventure module, available for free at aspyrednd.com/content/fort-daylight
Branmil is a member of the Company of the Gilded Banner. He is generally quite animated, loud and boisterous, though he verges on insanity. He could quite easily laugh, sing and drink with someone who might consider him a friend, only to ruthlessly attack and kill that same person a moment later at a perceived sleight, or on order from his leader Ebkas.
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