Innate Magic Resistance. The Bringer of the Empire’s Downfall has advantage on saving throws against spells and other magical effects.
Hellish Regeneration. The Bringer regains 50 hit points at the start of its turn if it has at least 1 hit point.
Aura of Despair (Recharge 5–6). Any creature that starts its turn within 30 feet of The Bringer must succeed on a DC 21 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Lava Walk. The Bringer can move across lava, molten surfaces, or similar hazardous terrain without taking damage.
Multiattack. The Bringer makes three attacks: one with its Claw, one with its Hellfire Slam, and one with its Fiery Tail.
Claw. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 28 (4d10+9) slashing damage plus 14 (4d6) fire damage.
Hellfire Slam. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 30 (4d12+9) bludgeoning damage plus 18 (4d8) fire damage. The target must make a DC 21 Strength saving throw or be knocked prone.
Fiery Tail. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 26 (3d10+9) fire damage, and the target must succeed on a DC 21 Dexterity saving throw or be set on fire, taking 10 (3d6) fire damage at the start of each of its turns. The target can use an action to extinguish the flames.
Infernal Flame Breath (Recharge 5–6). The Bringer exhales a blast of fire in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 72 (16d6) fire damage on a failed save, or half as much on a successful one.
Legendary Resistance (3/Day). If the Bringer of the Empire's Downfall fails a saving throw, he can choose to succeed instead.
Magic Resistance. The Bringer has advantage on saving throws against spells and other magical effects.
Fiery Aura. At the start of each of the Bringer's turns, each creature within 10 feet of him takes 15 (3d10) fire damage. A creature that touches the Bringer or hits him with a melee attack while within 10 feet of him takes fire damage equal to the aura’s damage.
Fiendish Retaliation. When a creature hits The Bringer with a melee attack, The Bringer can use its reaction to make one Claw attack against the attacker.
The Bringer 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. The Bringer regains spent legendary actions at the start of his turn.
- Attack. The Bringer makes one attack with his claws or tail.
- Fire Dash. The Bringer moves up to his speed without provoking opportunity attacks, leaving behind a trail of hellfire. Each creature he passes must make a DC 22 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.
- Hellfire Blast (Costs 2 Actions). The Bringer launches a blast of hellfire at a creature within 60 feet. The target must make a DC 22 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much on a success.
Hellfire Ascendant (Costs 3 Actions). The Bringer transforms into a massive fiery avatar of hell itself. For 1 minute, it gains the following benefits:
- Damage Resistance: The Bringer takes half damage from all sources except radiant.
- Bonus Actions: The Bringer can take one additional Fiery Tail attack on its turn.
- Infernal Overload: Any creature that hits the Bringer with a melee attack takes 14 (4d6) fire damage.
Description
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the Bringer can take a lair action to cause one of the following effects. He can’t use the same effect two rounds in a row:
- Infernal Earthquake. The ground trembles beneath the Bringer’s feet, causing each creature within 60 feet to make a DC 22 Strength saving throw or be knocked prone.
- Hellish Eruption. Fire erupts from the ground in a 30-foot radius centered on a point the Bringer can see within 120 feet. Each creature in the area must make a DC 22 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much on a successful one.
- Fiery Rebirth. The Bringer regenerates 50 hit points.
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