Master Chef
Any creature that completes a short rest while eating one of Brann's meals gains:
- 4 temporary hit points
- Advantage on its next saving throw against being frightened within the next 24 hours
Secret Resistance Leader
Friendly creatures within 30 feet have advantage on saving throws against fear and charm effects.
Master of Hidden Passages
Brann knows nearly every pantry tunnel, servant corridor, dumbwaiter shaft, maintenance passage, and forgotten storage room within the Tower of Might.
He has advantage on Investigation and Survival checks made inside the tower.
Dwarven Resilience
- Advantage on saving throws against poison
- Resistance to poison damage
Iron Skillet
Melee Weapon Attack: +6 to hit
Hit: 8 (1d8 + 4) bludgeoning damage
If the target is surprised, it must succeed on a DC 14 Constitution saving throw or be stunned until the end of its next turn.
Throwing Cleaver
Ranged Weapon Attack: +5 to hit
Range 20/60 ft.
Hit: 7 (1d6 + 4) slashing damage
Boiling Stew (Recharge 5-6)
Brann hurls a pot of scalding stew.
Each creature in a 15-foot cone must make a DC 15 Dexterity saving throw.
Failure:
- 18 (4d8) fire damage
- Blinded until the end of its next turn
Success:
- Half damage
The Empty Bowl
Brann secretly commands a network of cooks, bakers, brewers, cleaners, stable hands, and servants.
Throughout the kitchens and pantries he has hidden:
- Escape maps
- Skeleton keys
- Healing supplies
- Rebel disguises
- Smuggled weapons
- Secret messages baked into loaves of bread
Many prisoners survive only because Brann ensures an extra ration quietly finds its way into the right hands.
- Cook's Utensils +11
- Brewer's Supplies +8
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Description
The Hearthkeeper of the Tower of Might
Medium Humanoid (Mountain Dwarf), Neutral Good
"A warm meal earns trust. Trust topples kingdoms."
Brann Ironpot is the Head Cook of the Tower of Might, responsible for feeding nearly four hundred guards, workers, prisoners, and honored guests each day. To the Warden-King, he is simply a gruff, aging dwarf who complains about burnt bread, spoiled meat, and lazy kitchen hands.
In truth, Brann is the founder and leader of The Empty Bowl, the largest resistance network inside the Tower of Might. Every loaf of bread, every wagon of grain, and every kitchen servant passing through the tower is another opportunity to smuggle supplies, weapons, or information to those who resist the Warden-King.
Only Karn the Broken knows the full scope of Brann's operation.
Background
Brann once owned the famous Ironpot Inn outside Mirabar, a favorite stop for caravans traveling the Blackford Road. Renowned for his hospitality, Brann believed no traveler should ever leave his table hungry.
That changed when Gorthak's forces attacked a refugee caravan sheltering at the inn. Brann's wife and daughter escaped, but his sons were killed defending innocent families.
Rather than seek revenge from outside, Brann deliberately surrendered himself, believing he could do greater good from within the Tower.
For nearly thirty years he has quietly weakened the Tower from the inside, waiting for the day someone worthy would lead a true rebellion.
That someone became Karn the Broken.
Personality
Brann is broad-shouldered with a thick auburn beard streaked with gray, warm amber eyes, and hands permanently scarred from decades spent over hot forges and kitchen fires. He laughs loudly, tells terrible jokes, and insists everyone eat before making important decisions.
Those who mistake his kindness for weakness rarely make that mistake twice. Behind his gentle demeanor is a dwarf with unshakable courage, a tactical mind, and the patience to undermine a tyrant one meal at a time. Within the Tower of Might, Brann Ironpot is known simply as "Uncle Brann," a title spoken with affection by prisoners and rebels alike, and with wary respect by the few guards who suspect there is far more to the old cook than a wooden spoon and a stew pot.
Lair and Lair Actions
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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:
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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:
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If the [monster name] dies, these effects fade over the course of #d# days.
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