Frightening Presence: Each creature of Bramaris’ choice that is within 120 feet of her and aware of her must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Bramaris’s Frightening Presence for the next 24 hours.
Legendary Resistance: 3/day.
Magic Resistance: Bramaris has Advantage on Saving Throws against spells/magical effects.
Magic Weapons: Bramaris’s weapon attacks are magical.
***Bramaris is designed to be fought in 3 phases, each phase requiring the players to reduce her health of 642 to 0.
Multi-Attack. Bramaris has Three Attacks. Two with her Claws, and One with her Tail.
Claws (Nails). Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 13 (2d8 + 11) slashing damage.
Tail. Melee Weapon Attack: +9 to hit, reach 10ft., up to 8 targets. Hit: 8 (2d6 + 5) bludgeoning damage.
Bramaris has three legendary actions at her disposal at any given time. There are other legendary actions that are available to her during their respective phases of a fight with her. Bramaris has five Legendary Action Slots, and one is regained at the start of her turn.
NORMAL LEGENDARY ACTIONS:
Command Cultists (Costs 1 Action). Bramaris can command up to 5 cultists devoted to her to attack on her turn (this is separate from their own turn(s)). The cultists are only allowed one attack each and no bonus actions.
Control Acid Storm (Costs 1 Action). Bramaris controls the acid rain, focusing the torrent on an area of 20ft that she can see. Anyone standing in the space will take 5d4 acid damage.
Control Hail Stones (Costs 1 Action). Bramaris can pick up to 3 10ft spaces that she can see and command the giant hail stones of the Purple Rain Storm to fall on those spaces. Any creatures in those spaces must make a DC 17 Dexterity Saving Throw or take 10d6 total bludgeoning damage split between all creatures that the hail stone hits (DMs can determine how to split the difference).
LEGENDARY ACTIONS: PHASE ONE - LADY OF ADDICTION:
Dependency (Costs 1 Action). Bramaris chooses up to 8 creatures to effect. Each creature must make a DC 17 Wisdom Saving Throw or be affected until the spell ends. All affected creatures are connected to one of the others (determined by dice roll or other method of the DM’s choice). Both connected creatures’ health rely on the current health pool of the creature with the Higher total HP. The spell ends when both parties are down to 0 HP.
Withdrawals (Costs 1 Action). Bramaris chooses one creature that she can see. They must make a DC 17 Constitution Saving Throw or be suddenly thrust into a symptom of Withdrawal. The affected creature must roll 1d4 to determine which of the following symptoms they acquire:
- Vomiting - The creature becomes violently ill (see the “Poisoned Condition”).
- Depression - The creature becomes discouraged, slowing their progress in battle. The creature can only take 1 Action, 1 Reaction or Move.
- Spasms - The creature begins to experience random spasms as they fight. Instead of rolling a d20 to hit, they must make a d100 roll. If they roll a 50 or lower, the creature misses their attack due to a spasm.
- Hallucinations - The creature begins to see things that are not there. After rolling an attack, they must roll (dice dependent on how many creatures are in the playing field) to see who they hit.
Tunnel Vision (Costs 1 Action). Bramaris chooses one creature she can see. The creature must make a DC 17 Wisdom saving throw or be considered blind to everything except for what is directly in front of them.
LEGENDARY ACTIONS: PHASE TWO - EMPRESS OF OBSESSION:
Obsessive Ties (Costs 1 Action). Bramaris chooses up to 8 creatures in the playing field. The creatures must make a DC 17 Wisdom Saving Throw or become obsessed with one other creature on the playing field (determined by dice roll or other method deemed by the DM). Depending on the obsessive creature’s ties to their obsession, they must either only attack or protect that creature, regardless of whether or not the obsession is dead. The spell ends after the affected creature saves, rolled at the start of their turn.
Possessive Rage (Costs 1 Action). This can only be used on a creature affected by “Obsessive Ties”, specifically on a creature who is obsessed with an ally. Bramaris attacks the object of the obsession, causing the obsessed creature to go into a Reckless Rage on their next turn (regardless of the class of the obsessor).
Intrusive Actions (Costs 1 Action). Bramaris chooses one creature to affect. They must succeed a DC 17 Wisdom Saving Throw or roll to spend one round doing one of the following:
- Attempt to eat an inedible substance.
- Become overly obsessed with staying clean
- Jump from the nearest high height.
- Fear to harm anyone around you, regardless of affiliation
- Random vandalism of a nearby structure or object
- Do the first thing that pops into your head for your character, regardless of whether or not it’s a good idea.
Seeds of Distrust (Costs 1 Action). Bramaris chooses up to 8 creatures to affect. They must make a DC 17 Wisdom Saving Throw or lose trust in their allies. Affected creatures will only attack their allies until they succeed the save. The save can be attempted again at the end of an affected creature’s turn.
LEGENDARY ACTIONS: PHASE THREE - DAUGHTER OF THE IRON FORTRESS:
SandWhirl (Costs 1 Action). Bramaris channels the powers of her father and sends a blast of sand into the area, covering a 60ft radius around a point of her choosing. Those caught in the blast must make a DC 17 Constitution Saving Throw or gain a level of exhaustion. Once a creature has been affected by this ability, they can not be affected again for the next 24 hours.
Seven O’Clock (Costs 1 Action). Calling on the powers of her father, Bramaris chooses 1d4 creatures of her choosing to curse. Those chosen must make a Dc 17 Wisdom Saving Throw or be cursed to have their eyes burn at 7pm (for the place where the curse was bestowed) every night until the curse is broken. When the eyes burn, the affected is considered blinded for one minute. The curse can not be broken using normal means; the afflicted must wash their eyes with moonrose-infused water on a night without a moon.
Call of the Eldest (Costs 1 Action). Bramaris calls forth the forces of the moon, summoning 1d10 pasikdhars to her side to fight for her. See Pasikdhars. The nightmare demons will take their turn immediately upon their summoning, and then on Bramaris’s turn from then on.
Description
Bramaris is the Demon Princess of Obsession and Addiction. She is the daughter of the Sandman (the Demon Lord of the Moon) and an unknown lower demon. Being the daughter of the Sandman aided in granting her name, as “amaris” means “child of the moon”. But being such a prominent figure’s child came with its responsibilities and pressures. Bramaris was expected to do great and terrible things, just as her father had. She was always powerful, but she never quite met everyone’s expectations, likely due to her mother’s station among the demons.
Bramaris became obsessed with proving her worth to the other demons, and to becoming one of the most powerful of them. She worked tirelessly to build up her power. She kept her true power to herself for a long time as she accumulated mortal souls, promising to fulfill their greatest obsessions and feed their most prominent addictions.
It finally reached a point where Bramaris had consumed so many souls, and had become so powerful, that she could no longer contain herself. She was able to mutate into her highest demon form, a terrifying beast of monstrous size. Many demons and devils have tried to challenge her since. Many fell, others barely escaped, Bramaris able to feed on more than the soul; able to feed on the power of obsession.
Bramaris is known to feed mortals their addictions and obsessions, pushing the mortals over the edge, past their limits. She will all the while be feasting on the feelings associated with those obsessions. Once the mortals die, she claims their souls, consuming what is left of them.
Her monstrous form appears as a gigantic deer with antlers, eight legs, and a kangaroo-like tail. Normally, she takes on the appearance of a young woman with permed brown hair, deer antlers, and glowing eyes.
Comments