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Brume




Sometimes fey knights so catastrophically fail to uphold an oath their unsettled spirit lingers after death. Unable to rest, the brume is an ethereal creature of fallen leaves, pine needles, burs, and other forest debris. When actively interacting with the world the brume forms itself into a silhouette of its former body. The conglomerate wields a blade made out of necrotic-tainted gorse that mars the wounded with a carpet of blinding thorns. On the move, it becomes a cloud of dead grass, nettles, and scrub that flows around and through obstacles in its path. Sinisterly, the disgraced fey can appear to be a pile of woodland’s detritus until ready to strike down fresh victims.

Fettered Soul. While not a true undead, but rather the essence of the fey’s magic, the brume shares many psychological traits with the restless. Some obsessively and repetitively attempt to fulfill the broken oath out of the hope of release from their torment, but their minds are too fragmented to realize that the crucial moment has long passed. An example of this would be a guard whose negligence led to the death of their charge and now attacks anyone that enters their range believing them to be an assassin. The second, and more dangerous, brume is an embittered soul who sees their state as fundamentally unjust and rebels against the values it once held true. These brume seek out alliances to shatter, heroes to slay, and romances to ruin.

Brume

medium fey, neutral evil or unaligned

Armor Class 15 (natural armor)

Hit Points 119 (16d8+48)

Speed 30ft

Str 14 Dex 16 Con 16 Int 11 Wis 10 Cha 16

Damage Immunities necrotic, poison

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Condition Immunities prone, restrained

Senses darkvision 60ft, passive Perception 10.

Languages common, sylvan

Challenge 6 (2,300 XP)

False Appearance:

While the brume remains motionless it is indistinguishable from a normal pile of forest debris.

Incorporeal Movement:

The brume can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Magic Resistance:

The fey has advantage on saving throws against spells and other magical effects.

Actions

Multiattack:

The brume can make 3 attacks as one action.

Gorse Blade:

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) necrotic damage. The creature is also splattered with baleful gorse. In addition, the creature must succeed on a DC 14 Dexterity save or be blinded by that baleful gorse for the next minute. The baleful gorse can be neutralized if the creature spends an action cleaning themselves with at least a wineskin’s volume of liquid or the creature is doused in that much or more liquid. If the creature is blinded neutralizing the baleful gorse removes the blindness effect.

Reaping Whirlwind (Recharge 5-6):

All creatures covered in the brume’s baleful gorse within 30ft must make a DC 14 Constitution save or take 14 (4d6) necrotic damage. The brume knight heals a number of hit points equal to 2d6 plus the number of creatures who failed this save.

Optional Rule: Petals of the Forsworn. When the burme is slain it produces 1d3 petals of the forsworn. As a bonus action, a spellcaster can expend one petal of the forsworn and add +1 DC to a necromantic school spell they cast before the end of their turn.

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