Savage Assault: When Brugizag scores a critical hit with a melee attack, he can make one additional Greatclub attack as a bonus action.
Relentless (Recharges after a Short or Long Rest): If Brugizag takes damage that would reduce him to 0 hit points, he is reduced to 1 hit point instead, and he immediately uses Intimidating Roar, even if he doesn't have the needed actions.
Brutal Resilience: Brugizag has advantage on saving throws against being paralyzed, stunned, or knocked unconscious.
Fear Aura: Any creature that starts its turn within 20 feet of Brugizag must succeed on a DC 16 Wisdom saving throw or be frightened until the start of the creature's next turn. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Brugizag’s Fear Aura for the next 24 hours.
Siege Monster: Brugizag deals double damage to objects and structures.
Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]
Greatclub:
- Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
- Hit: 21 (3d8+7) bludgeoning damage.
Hurling Stone:
- Ranged Weapon Attack: +7 to hit, range 60/240 ft., one target.
- Hit: 28 (4d10+7) bludgeoning damage.
Tonic:
Brugizag drinks from his tonic, restoring (4d4) health and (1d4) Legendary actions(can only restore legendary actions twice.)
Action Ranged Attack. RangedWeapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.
Enter the description for how bonus actions work for your monster here.
Intimidating Roar(See Legendary Actions, uses at the beginning of fight)
Brugizag can store up to 10 legendary actions, which can be refilled by drinking from his tonic(1d4).
Intimidating Roar (Costs 2 Actions): Brugizag lets out a terrifying roar. Each creature of his choice within 30 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if Brugizag is within line of sight, ending the effect on itself on a success.
Multiattack (Costs 3 Actions): Brugizag makes three Greatclub attacks.
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
Lair and Lair Actions
Brugizag's Lair
Location: A massive cave deep within a foreboding mountain range, surrounded by dense, dark forests. The entrance is a gaping maw in the mountainside, partially hidden by overgrown vegetation and the shadows cast by towering trees.
General Description: The interior of Brugizag's lair is a cavernous expanse with a high, vaulted ceiling that disappears into darkness. The walls are rough and uneven, covered in patches of luminescent fungi that cast an eerie glow throughout the cave. Stalactites hang from the ceiling like jagged teeth, and stalagmites rise from the ground, creating natural pillars and obstacles. The air is damp and heavy with the smell of earth and decay.
Key Features:
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Main Chamber: The heart of Brugizag's lair is a vast, open space dominated by a large, makeshift throne made of bones, stones, and other scavenged materials. This is where Brugizag resides, surveying his domain and plotting his next move. The ground is littered with the remains of his enemies and various treasures he has amassed.
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Stalagmite Traps: Scattered throughout the lair are several large stalagmites that Brugizag has specifically weakened. During a confrontation, he can use his immense strength to knock these stalagmites over, causing them to crash onto unsuspecting intruders. The collapsing stalagmites create difficult terrain and can deal significant damage to those caught beneath them.
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Treasure Hoard: In a secluded corner of the lair, Brugizag keeps his treasure hoard. This pile includes gold, gems, magical items, and artifacts taken from defeated foes. It is heavily guarded, both by Brugizag's loyal minions and by various traps he has set to protect his riches.
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Prisoner Pits: Deep pits scattered throughout the lair serve as holding cells for captives. These pits are covered with crude iron bars and contain remnants of previous prisoners. They are used to detain those Brugizag deems useful or to keep fresh victims for his sadistic pleasures.
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Hidden Passages: The lair is riddled with narrow, hidden passages and tunnels known only to Brugizag and his closest allies. These passages allow for quick movement throughout the cave, facilitating ambushes and surprise attacks.
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Echoing Chambers: Several smaller chambers branch off from the main cavern, their acoustics amplifying any sound made within. Brugizag uses these chambers to disorient and frighten intruders, as even the smallest noise echoes ominously.
Lair Actions
On initiative count 20 (losing initiative ties), Brugizag can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
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Falling Stalagmites: Brugizag causes a stalagmite to break and fall in a 20-foot radius within 60 feet of him. Each creature in that area must succeed on a DC 16 Dexterity saving throw or take 21 (6d6) bludgeoning damage and be knocked prone.
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Echoing Roar: Brugizag lets out a mighty roar that reverberates through the cave. Each creature of Brugizag's choice within 120 feet of him must succeed on a DC 16 Wisdom saving throw or be deafened until the end of its next turn.
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Illuminated Fungi: Brugizag can cause the luminescent fungi in a 30-foot radius to flare brightly, creating an area of bright light and dazzling those within it. Each creature in the area must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn.
Regional Effects
The region containing Brugizag's lair is warped by his presence, creating the following magical effects:
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Ogre Tribes: The area within 6 miles of the lair is populated by various ogre tribes who are subservient to Brugizag. These ogres patrol the region and report any intrusions to their leader.
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Fearful Wildlife: Beasts within 1 mile of the lair are unnaturally aggressive and hostile, attacking intruders on sight.
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Cursed Land: The land within 1 mile of the lair is blighted. Plants wither, streams become tainted, and the area is shrouded in perpetual twilight, regardless of the time of day.
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