| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +13 |
| DEX | 10 | +0 | +0 |
| CON | 16 | +3 | +11 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 12 | +1 | +1 |
| CHA | 8 | −1 | −1 |
Trait Name.
Constructed Resilience. Bramwell does not need to eat, drink, breathe, or sleep. He is immune to disease; magic cannot
put him to sleep.
Integrated Protection. His armor is built into his body and cannot be removed against his will.
Built Like a Wall. Bramwell has Advantage on saving throws against being knocked Prone or moved against his will.
Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]
Action Name.
Iron Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) Bludgeoning damage.
Multiattack. Bramwell makes two Iron Fist attacks. DM note: This is included in the creature stat block but is not available
through the standard Attack companion command, which grants one Iron Fist attack.
Arcane Haymaker (Recharge 5–6). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) Bludgeoning
plus 9 (2d8) Force damage. A Large or smaller target must succeed on a DC 15 Strength saving throw or be pushed 15 ft.
away and knocked Prone. DM approval needed for when this action may be commanded; suggested: replace the Attack
command’s one Iron Fist attack.
Action Melee Attack. Melee Weapon Attack: +# to hit, reach # ft., # target. Hit: # (#d# + #) [damage type] damage.
Action Ranged Attack. Ranged Weapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.
Companion Turn & Commands
Bramwell acts on Ashe’s initiative, immediately after her turn. Ashe can use a Bonus Action to issue one command;
without a command, Bramwell takes the Dodge action. Bramwell has one Reaction per round. If Ashe is Incapacitated,
Bramwell prioritizes protecting her; the DM determines his actions.
Attack: Move up to Speed and make one Iron Fist attack. Guard: Move up to Speed toward Ashe and remain ready to
use Bodyguard Protocol. Rush: Dash. Assist: Help. Disengage: Disengage and move up to Speed.
Reaction Name.
Bodyguard Protocol. When a creature Bramwell can see attacks Ashe while she is within 5 ft. of him, Bramwell uses his
Reaction to impose Disadvantage on that attack roll. Declare before the outcome is determined.
Signature Ultimate — “BRAM! DO SOMETHING!” (1/Long Rest) As an Action, Ashe chooses a space she can see within 60 ft. Bramwell charges up to 60 ft. in a straight line toward that
space without provoking Opportunity Attacks. Each creature in his path makes a DC 15 Strength saving throw. Failure:
2d8 + 4 Bludgeoning damage, pushed 10 ft. to the side of his path, and knocked Prone. Success: half damage, no push,
no Prone. The DM adjudicates blocked paths and occupied destination spaces.
Overdrive: After the charge, for 1 minute Bramwell’s Speed becomes 40 ft., and each Iron Fist hit deals an additional 1d4
Force damage. Ends after 1 minute; the ultimate refreshes after Ashe finishes a Long Rest.
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
Bramwell, also known as B.O.B. (“Big Omnic Butler”), was made by the Aetherbound artificer family and raised Maria Ann
von Aetherbound (Ashe) while her parents focused on their construct business. After Ashe was disinherited and founded
the Deadlock Gang, Bramwell remained her loyal guardian, butler, and closest family. Quiet, formal, patient, and fiercely
protective; he wears a western hat and black, crimson, and gold butler-inspired armor. Ashe sometimes calls him “Bran.”
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.