Gargantuan Humanoid, Any Chaotic Alignment
Armor Class 16 Natural
Hit Points 253 (25d12 + 50)
Speed 45 ft.
STR
18 (+4)
DEX
13 (+1)
CON
11 (+0)
INT
12 (+1)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws STR +9, DEX +6
Damage Immunities Psychic
Senses Passive Perception 17
Languages Common
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/day). If Bral Ramiz fails a saving throw, it can choose to succeed instead.

Solaris Shield. Bral Ramiz has has 50 temporary hit points, and gains 15 additional temporary hit points at the start of its turn if it hasn't taken damage since its previous turn. Bral Ramiz may only have a maximum of 50 temporary hit points, no matter what source it comes from. If Bral Ramiz gains temporary hit points by any means, rather than replacing it's current temporary hit points, it is instead added on top of it. Additionally, Bral Ramiz has vulnerability to Fire damage while it has temporary hit points from this feature. 

Jetpack. Bral Ramiz can dash as a bonus action. In addition, Bral Ramiz can fly up to it's walking speed, but must end its turn on a solid surface, otherwise it falls. Bral Ramiz takes double damage from falling. The fly speed from this trait cannot be increased in any way.

Wish Resistance (1/day). If a creature that Bral Ramiz can see attempts to cast the "Wish" spell, it may force the caster to make a DC 19 Wisdom saving throw, and on a failed save, the spell fails.

Actions

Multiattack. Bral Ramiz may make three Bral Slug Launcher attack actions, or two Punch attack action.

Punch. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (4d8 + 2) piercing damage. 

Bral Slug Launcher. Ranged Weapon Attack: +9 to hit, reach 100/200 ft., one target. Hit: 25 (3d12 + 5) bludgeoning damage. If a target is successfully hit, they're knocked back 15 ft., and must make a DC 19 Strength saving throw. On a failed save, the creature is also knocked prone. 

 

Legendary Actions

Bral Ramiz can take 4 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. The Bral Ramiz regains spent legendary actions at the start of its turn.

Sacrifice. If a "Bral Flayer" creature is within 60 feet of Bral Ramiz, it may make a "Bral Slug Launcher" attack action against the Bral Flayer with advantage. If the attack succeeds, no matter the damage dealt, the Bral Flayer's hit points are reduced to 0, and Bral Ramiz gains 50 temporary hit points. 

Bral Headhunter. Bral Ramiz makes a "Bral Slug Launcher" attack action against a creature within range. if the attack is successful, the damage is doubled. 

Jet-Jump. Bral Ramiz moves to a free space within 40 feet of itself.

Legendary Multiattack (costs 2 actions). Bral Ramiz makes a "Bral Slug Launcher" attack action against a creature within range, and a "Punch" attack action against another creature. if there are no creatures within range for the "Punch" action, Bral Ramiz may instead make a second "Bral Slug launcher" attack action, though if the second successfully hits, the damage is halved.

Invulnerability (costs 3 actions. 1/day). If a "Bral Flayer" creature is within 60 feet of Bral Ramiz, it may make a "Bral Slug Launcher" attack action against the Bral Flayer with advantage. If the attack succeeds, no matter the damage dealt, the Bral Flayer's hit points are reduced to 0. When this happens, until the end of it's next turn, if Bral Ramiz were to reach 0 hit points, it is instead left on 1 hit point instead. This effect is lost if Bral Ramiz attacks in any way.

Lair and Lair Actions

The Lair of Bral Ramiz is unlike any other, a massive room laid within the Home-Ship of the Bral Empire, known as the throne room and commander station for the Bral Empire.

Lair Actions

On initiative count 0 (losing initiative ties), Bral Ramiz takes a lair action to cause one of the following effects; Bral Ramiz can’t use the same effect two rounds in a row:

  • Reinforcements! 1d6 "Bral" type creatures are summoned and placed at random within the lair. 
  • The Goons, oh No! 1d2 "Bral Flayers" are summoned atop one of two pillars. These Flayers are surrounded by a bubble of energy, causing any ranged attacks made against them to be reflected at the attacker, no matter if it hits or not. Bral Ramiz can only have a maximum of 2 Bral Flayers summoned at one time.
  • Unstable Ocean! every creature must make a DC 18 Dexterity saving throw, or else they fall prone. Bral Ramiz has advantage on the saving throw. 
  • Bombardment! The Ship is bombarded with broadside attacks from another ship, rocking it as it's hit. Every creature must make a DC 15 Dexterity saving throw, or else they're knocked prone. Additionally, roll a d20. On a 19 or 20, 3 randomly chosen empty spaces are hit with a 5th level "Fireball" spell, effecting any creature within range as normal.

Regional Effects

The region containing Bral Ramiz's lair is Absolute Dominance, which creates one or more of the following effects:

  • Any city within 10 miles of the lair are occupied by Bral soldiers.
  • Fog Heavily Obscures the land within 1 mile of the Home Ship.

If Bral Ramiz dies, these effects fade over the course of 1d4 days.

Previous Versions

Name Date Modified Views Adds Version Actions
7/21/2024 12:39:10 PM
2
0
5th edition
Coming Soon
spree0

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