Iron Crown Redbrauch Masshelsman (Grisaire Supplement)
Medium humanoid (half-dwarf), lawful neutral Armor Class 19 (heavy armor)
Saving Throws Str +8, Con +8, Int +6 Improved Critical. Masshelsman scores a critical hit with a weapon attack on a roll of 19 or 20. Martial Advantage. Once per turn, Masshelsman can deal an extra 18 (4d8) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of Masshelsman’s that isn’t incapacitated. Blessing of the Chartdargan - Eiswarz. All allies of Masshelsman that can see him have a +1 to their attack and damage rolls. Blessing of the Arthanator - Gemblut. At the start of each of Masshelsman's turns, he regains 9 hit points if he has no more than half of his hit points left. Masshelsman doesn't gain this benefit if he has 0 hit points. Gear Shift. At the beginning of Masshelsman's turn, his sword, Ganzabel, can change its form according to one of five gear modes, based on whatever the battle requires.
ACTIONSMultiattack. Masshelsman makes three attacks with Ganzabel. Ganzabel. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 4) slashing damage, or 13 (2d10 + 4) slashing damage if in gear 3. Leadership (recharges after a short or long rest). For 1 minute, Masshelsman can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of him makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the warrior. A creature can benefit from only one Leadership die at a time. This effect ends if Masshelsman is incapacitated. Battle Blessings (Recharge 5-6). Masshelsman uses one of the following clan blessings: Blessing of Fignartdis - Bindtät. Masshelsman can choose up to 3 creatures within 30 feet of him. He can force them to do one action on their turn as if he had just cast the command spell. The creatures can attempt a DC16 Wisdom save to resist this command or willingly accept. If the creature he chooses is a creature friendly to him, he can command them to act on his own turn in addition to their next turn. Blessing of Polf'nyet - Urrost. All armor and weapons outside a 5-foot radius from Masshelsman, up to 60 feet, become corroded, rusted, and broken. Creatures wearing this armor and using these weapons must make a DC20 Dexterity saving throw. On a failed save, the armor and weapons fuse to their body painfully, sealing their hands and lowering their speed to 5 feet. On a successful save, the creature successfully drops the affected weapons and armor. Armor and weapons previously affected by this blessing cannot be affected again. Equipment on creatures that have a leadership die from Masshelsman are not affected. Blessing of Bast'Ten - Röllenden. Masshelsman makes a debilitating flash with the ring of Bast'ten, forcing all creatures within 30 feet, excluding himself and creatures that have a leadership die from Masshelsman, that can see him to make a DC16 Constitution saving throw. On a failed save, creatures take 66 (12d10) radiant damage and are blinded until the end of their next turn. On a successful save, creatures take half as much damage and are not blinded. REACTIONSBlessing of the Rotwurden - Ewegblut (Recharge 6). When Masshelsman takes damage, he can regain 8d8 hit points. |
![]() By Yanied The emperor of Premius, Redbrauch Masshlesman is the 19th Iron Crown. He hails from the family Redbrauch, clan Rotwurden.
Masshelsman is a quiet and reserved man. Born of human and dwarven descent, he inherited teaches from the long line of dwarven heritage, but was also not afraid to break tradition when push came to shove. Having grown up after the March of Gears, Masshelsman saw his country come together from various points, gathered from three shattered empires that were too greedy for their own good. As such, Masshelsman frowns upon wanton expansions and has enforced many centralized and concentrated policies, such as completion of Project Tercera. His goal is to strengthen the nation first before anything else. However, because of the extreme focus on only areas of the country, many other places in, say, the rural areas feel neglected or untouched by the reach of his power.
Masshelsman was raised in the way of the sword. However, his battle prowess stems from the six clan rings he wears, forged of the Edescrild. Each ring imparts a particular blessing to Masshelsman, which he can use at is disposal. These rings are linked to his own blood, as well as to his greatsword, nicknamed Ganzabel. Ganzabel is a special greatsword that can change its shape as Masshelsman needs it, and has 5 forms, called "gears." Masshelsman is a cautious king and a good amount of his abilities and tactics rely also on having other warriors at his aid. As such, Masshelsman always has a champion within 30 feet of him. Even when the king is resting, there is a champion guarding his chamber doors. Within the throne room and for all other occasions, Masshelsman is flanked by 3 champions and four guards. The throne room has two seeming statues that flank his throne. These are actually shield guardians that spring to life to defend Masshlesman and are also under his control. |