Medium Humanoid, Chaotic Evil
Armor Class 15 Natural Armor
Hit Points 112 (112d10)
Speed 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
16 (+3)
INT
18 (+4)
WIS
15 (+2)
CHA
20 (+5)
Saving Throws INT +8, WIS +6, CHA +9
Skills Deception +9, Insight +6, Persuasion +9, Religion +8
Damage Resistances Psychic
Senses Darkvision 60 ft., Passive Perception 12
Languages Abyssal, Common, Elvish
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

 

  • Innate Spellcasting: Braylor's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

    • At will: Thaumaturgy, Minor Illusion, Detect Magic
    • 3/day each: Charm Person, Hold Person, Mirror Image, Fear
    • 1/day each: Dominate Person, Telekinesis
  • Legendary Resistance (3/Day): If Braylor fails a saving throw, he can choose to succeed instead.

  • Unnerving Presence: Any creature that starts its turn within 30 feet of Braylor and can see him must succeed on a DC 17 Wisdom saving throw or be frightened until the end of its next turn. If a creature's saving throw is successful, it is immune to Braylor's Unnerving Presence for the next 24 hours.

  • Whispering Dark: As a bonus action, Braylor can choose one creature he can see within 60 feet. The target must succeed on a DC 17 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, the creature hears disturbing whispers and takes 5 (1d10) psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

Actions

Multiattack: Braylor makes two attacks with his Dagger of Dark Whispers.

Dagger of Dark Whispers: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 3(1d6) psychic damage.

Dark Command (Recharge 5-6): Braylor targets one creature he can see within 60 feet of him. The target must succeed on a DC 17 Wisdom saving throw or be compelled to use its reaction to make a melee attack against a creature of Braylor's choice that he can see. Constructs roll with disadvantage.

Reactions

Dark Shield: When Braylor is hit by an attack, he can use his reaction to halve the damage taken.

Legendary Actions

Legendary Actions:

Braylor can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Braylor regains spent legendary actions at the start of his turn.

  • Move: Braylor moves up to his speed without provoking opportunity attacks.
  • Whispering Shadows: Braylor casts Minor Illusion or Thaumaturgy.
  • Dark Strike (Costs 2 Actions): Braylor makes a Dagger of Dark Whispers attack.
Mythic Actions

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

Background: Braylor was once a scholar seeking knowledge in the darkest corners of the world. His obsession led him to the Whispering Dark, an ancient malevolent force. Embracing this power, Braylor became the leader of the cult, the Followers of the Whispering Dark, using his charisma and dark magic to dominate and manipulate others.

Strategy: Braylor uses his Unnerving Presence to instill fear in his enemies, while his Whispering Dark ability targets key opponents to turn them against each other. He stays at a distance, using spells like Dominate Person and Fear to control the battlefield. His Dagger of Dark Whispers and Dark Command are used to deal with enemies who get too close. His legendary actions allow him to stay mobile and react to threats efficiently.

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.

ericpardojr

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