Large unknown, Neutral Evil
Armor Class 16
Hit Points 110 (16d10 + 20)
Speed 40 ft., Walk 40 ft.
STR
14 (+2)
DEX
18 (+4)
CON
12 (+1)
INT
10 (+0)
WIS
8 (-1)
CHA
4 (-3)
Saving Throws DEX +7, WIS +2
Skills Acrobatics +5, Stealth +8
Damage Resistances Necrotic
Damage Immunities Radiant
Condition Immunities Frightened
Senses Darkvision Unlimited, Passive Perception 18
Languages Common, Undercommon Normally refuses to speak, unless bartering for the price of a specific soul in his collection.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

 Ambusher. The Brondman has advantage on attack rolls against any creature it has surprised.

Carrier. Any creature within 5 feet of the Brondman must succeed on a DC 12 Constitution saving throw or feel sickly until the start of the creature's next turn as they suffer from the poisoned condition. On a successful saving throw, the creature is immune for 1 hour. 

Soul Catcher. A creature killed buy the Bondman can't be revived by any means short of a wish spell, unless the Brondman is payed off or killed to release the creatures soul.

Actions

Multiattack. The Brondman makes two Melee attacks or summon its captured Souls

Claw. Melee Attack: +7 to hit, reach 15 ft., 1 target. Hit: 14 (3d6 + 3) Necrotic damage. 

Poor Unfortunate Souls. The Brondmans eyes shine brightly as it screeches. Every living thing within 30 ft must make a Constitution saving throw (DC 15) as the Brondman summons spirits to protect it. On a fail the subjects take 2d6 Necrotic damage. Half as much on a success.

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.

Description

The Brondman has ink-black skin and sunken glowing red eyes. Its physique towers over most humanoids at 10 ft tall, even with its hunched back. It appears malnourished, its ribs poking aggressively at its skin, and every vertebra of its curved spine proudly on display. It has unproportionally long arms that are built for climbing up the well and grabbing its victims from a distance. 

The Brondman live in wells and grab people who come to collect water. Humanoids and Animals who die in the well become property of the  Brondman, and he can send their spirits into nearby towns to make people sick.  When close to death, the ill get the sudden urge to seek out the well, where the Brondman reaps their souls and adds them to its collection. 

People of the Church have no power over the Brondman. Only a wisewoman can banish the Brondman and free the captured souls from its service. This is done by placing gold in the well water, supposedly buying off the Brondman who then leaves to find another well. 

If the Brondman is killed the souls are also released, and the illnesses of the nearby towns slowly begin to cure. The Brondman can speak although prefers to remain silent.

*This monster was inspired by Danish folklore as told by @thehmn on Tumblr. Art used is credited to @thehmn on Tumblr

Lair and Lair Actions

 

Regional Effects

The region containing a Brondman is stricken with illness, which creates one or more of the following effects:

  • Peoples who spend more than 3 weeks in the area gain a point of exhaustion. 
  • The sick experience high fevers and begin to cough blood. They die in 2d6 days, and when close to death they suddenly gain the strength to move, seeking out the Brondman at his well, where he reaps their soul.

If the Brondman dies, these effects fade over the course of 2d6 days.

Previous Versions

Name Date Modified Views Adds Version Actions
2/22/2020 9:41:12 PM
2
1
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Coming Soon

Habitat: Urban

moonsea15

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