Large Fiend (Demon), Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 256 (19d10 + 133)
Speed 40 ft.
STR
22 (+6)
DEX
10 (+0)
CON
24 (+7)
INT
18 (+4)
WIS
19 (+4)
CHA
20 (+5)
Saving Throws CON +12, INT +9, WIS +9, CHA +10
Skills Deception +10, Perception +9
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 19
Languages Abyssal, Telepathy 120 ft.
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Magic Resistance. Bronakar has advantage on saving throws against spells and other magical effects.

Magic Weapons. Bronakar's weapon attacks are magical.

Soul-Step (Recharge 4–6). As a bonus action, Bronakar can teleport up to 60 feet to an unoccupied space he can see. Creatures within 10 feet of where he appears must succeed a DC 18 Intelligence saving throw or take 4d6 psychic damage and be blinded until the end of their next turn.

Soul Harvest (Once per turn). When a creature within 30 feet of Bronakar dies, he can absorb its fading essence to regain 15 hit points and cause all enemies within 10 feet to make a DC 17 Wisdom save or be frightened until the end of their next turn.

Actions

Multiattack. Bronakar makes three attacks: two with his Soul Chains and one with his Maw of Chains.

Soul Chains. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) bludgeoning + 9 (2d8) necrotic damage. Target must succeed on a DC 17 Strength save or be restrained by ethereal chains. Restrained targets take 2d8 necrotic damage at the start of each of their turns.

Maw of Chains. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 5) piercing damage. If the target is frightened or restrained, the attack is made at advantage.

Soulfire Burst (Recharge 5–6). Bronakar slams his fists into the ground. Creatures in a 20-foot radius must make a DC 18 Dexterity saving throw, taking 36 (8d8) necrotic damage on a failed save or half on a success. Creatures reduced to 0 HP have their souls temporarily bound, starting death saves with disadvantage.

Legendary Actions

Bronakar can take 3 legendary actions, choosing from the options below. Only one can be used at a time and only at the end of another creature’s turn.

Chain Grasp. One creature within 30 feet must succeed a DC 17 Strength saving throw or be pulled 15 feet toward Bronakar and knocked prone.

Soul Flare (Costs 2). Bronakar targets one enemy within 60 feet. The target takes 3d10 psychic damage and must succeed a DC 18 Charisma saving throw or be silenced (unable to speak or cast verbal spells) until the end of their next turn.

Teleport Slam (Costs 2). Bronakar uses Soul-Step and immediately makes a Soul Chains attack upon arrival.

Lair and Lair Actions

Bronakar can use lair actions while in his throne chamber in the Wailing Vaults. On initiative count 20 (losing initiative ties), he takes one lair action. He can’t use the same action two rounds in a row.

1. Chains of the Forgotten. Ethereal chains erupt from the walls and floor. Bronakar targets up to 3 creatures he can see within 60 feet. Each must succeed on a DC 17 Strength saving throw or be restrained until the end of their next turn. While restrained this way, they take 2d6 necrotic damage at the start of their turn.

2. Vault's Wail. The Wailing Vault itself shrieks through the mouths of tormented souls. All non-fiend creatures in the lair must make a DC 17 Wisdom saving throw or be frightened until the end of their next turn. On a success, creatures are immune to this effect for 24 hours.

3. Drain the Spirit. Bronakar selects one creature within 60 feet. That creature must succeed on a DC 18 Constitution saving throw or suffer 1 level of exhaustion and take 3d10 necrotic damage. Bronakar heals for half the damage dealt.

4. Shifting Chainscape. The lair itself shifts, the stone rising and falling like breathing flesh. All terrain becomes difficult terrain until the next round. In addition, one creature of Bronakar’s choice must make a DC 15 Dexterity save or be knocked prone by rising chains.

5. Soul Surge. Bronakar unleashes a pulse of stolen essence. All restrained or frightened creatures in the lair take 4d8 force damage and are pushed 15 feet away from him, possibly toward environmental hazards or edges.

Monster Tags: Demon

BigKingCombs #05970

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