| Mod | Save | ||
|---|---|---|---|
| STR | 26 | +8 | +16 |
| DEX | 14 | +2 | +2 |
| CON | 28 | +9 | +17 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 18 | +4 | +12 |
| CHA | 22 | +6 | +14 |
General of the First Layer
All allied demons of CR 10 or lower within 120 feet of Brek’Thar have advantage on attack rolls and saving throws. When one such demon dies, Brek’Thar gains 10 temporary hit points.
Hellstep Juggernaut
Brek’Thar ignores difficult terrain. Any creature that Brek’Thar moves within 5 feet of during his movement must succeed on a DC 22 Strength saving throw or be knocked prone and take 14 (4d6) bludgeoning damage.
Burning Blood Aura
A creature that starts its turn within 30 feet of Brek’Thar takes 21 (6d6) fire damage. A creature that hits Brek’Thar with a melee attack takes 10 (3d6) fire damage.
Legendary Resistance (3/Day)
If Brek’Thar fails a saving throw, he can choose to succeed instead.
Multiattack
Brek’Thar makes two Hellcleaver attacks, or one Hellcleaver attack and one Horn Impale.
Hellcleaver
Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
Hit: 28 (4d10 + 8) slashing damage plus 18 (4d8) fire damage.
If the target is Large or smaller, it must succeed on a DC 22 Strength saving throw or be pushed 15 feet and knocked prone.
Horn Impale
Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
Hit: 24 (3d10 + 8) piercing damage.
The target is grappled (escape DC 22). While grappled, the target takes 21 (6d6) fire damage at the start of each of its turns.
Infernal Shockwave (Recharge 5–6)
Brek’Thar slams his weapon into the ground. Each creature within 40 feet must make a DC 22 Constitution saving throw, taking 45 (10d8) fire and force damage on a failure, or half as much damage on a success. Creatures that fail are also knocked prone. The ground becomes difficult terrain until the end of Brek’Thar’s next turn.
Command the Pit
Brek’Thar commands one allied demon within 60 feet that can hear him. That demon can immediately use its reaction to move up to its speed or make one attack.
Hellish Retaliation
When Brek’Thar is hit by a melee attack, he can make one Hellcleaver attack against the attacker.
Brek’Thar 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.
Move
Brek’Thar moves up to half his speed without provoking opportunity attacks.
Hellcleaver Strike
Brek’Thar makes one Hellcleaver attack.
Executioner’s Advance (Costs 3 Actions)
Brek’Thar moves up to his speed and makes one Hellcleaver attack against each creature he moves within 10 feet of during this movement.
When Brek’Thar is reduced to 0 hit points, he does not die. Instead, he regains 200 hit points and enters his Mythic Phase. While in this phase, his Burning Blood Aura increases to 60 feet, and his Hellcleaver attacks deal an additional 9 (2d8) necrotic damage.
Mythic Devastation
Brek’Thar uses Infernal Shockwave immediately, even if it is not recharged.
Description
Brek’Thar is the living bulwark of the First Level of the Quilpopth Tree, a towering executioner forged to break invasions before they begin. His blackened hellplate is fused to his body, his blood burns like liquid flame, and his presence alone inspires lesser demons to fight beyond death. Where Brek’Thar marches, armies fall silent.
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.
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