Medium Humanoid (Human), Lawful Good
AC 16 Chain Mail    Initiative +1 (11)
HP 22 (3d8 + 9)
Speed
Mod Save
STR 14 +2 +2
DEX 12 +1 +1
CON 16 +3 +3
Mod Save
INT 10 +0 +0
WIS 16 +3 +5
CHA 10 +0 +2
Gear Chain Shirt, Shield, Mace, Holy Symbol
Senses Passive Perception 14
Languages None
CR 1 (XP 200; PB +2)
Traits
Braum is a 3rd-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Braum has the following Cleric spells prepared:

Cantrips (at will): guidance, sacred flame, thaumaturgy

1st level (4 slots): bless, cure wounds, guiding bolt, healing word, sanctuary, shield of faith

2nd level (2 slots): aid, lesser restoration, prayer of healing, spiritual weapon
Actions

Mace.

Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 5 (1d5 + 2) Bludgeoning damage.

Sacred Flame.

Braum targets one creature he can see within 60 feet. The target must succeed on a DC 13 Dexterity saving throw or take 4 (1d8) Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this saving throw.

Bonus Actions

Healing Word.

Braum expends a spell slot and casts healing word. Using a 1st-level spell slot, one creature Braum can see within 60 feet regains 11 (2d4 + 6) Hit Points. Using a 2nd-level spell slot, the creature instead regains 17 (4d4 + 7) Hit Points.

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

Mythic Action Name. 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

Braum is a steadfast town guard blessed with divine magic. He protects his companions with shield and prayer, bolstering the wounded while confronting enemies with radiant power.

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.

H311St0rm

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