--- Black Eye Brakkus _Large Orc, Chaotic Evil_ **Armor Class:** 19 (natural armour) **Hit Points:** 238 (20d10 + 120) **Speed:** 40 ft., fly 60 ft. |STR|DEX|CON|INT|WIS|CHA| |:-:|:-:|:-:|:-:|:-:|:-:| |24 (+7)|16 (+3)|24 (+7)|18 (+4)|16 (+3)|20 (+5)| **Saving Throws:** Str +14, Dex +8, Con +14, Wis +8, Cha +10 **Skills:** Intimidation +12, Perception +8 **Damage Resistances:** cold; bludgeoning, piercing, and slashing from nonmagical weapons **Damage Immunities:** fire, poison **Condition Immunities:** charmed, frightened, poisoned **Senses:** truesight 120 ft., passive Perception 18 **Languages:** Abyssal, Common **Challenge:** 14 (11,500 XP) --- ### Traits **Magic Resistance.** Azazel has advantage on saving throws against spells and other magical effects. **Magic Weapons.** Azazel’s weapon attacks are magical. **Legendary Resistance (3/Day).** If Azazel fails a saving throw, he can choose to succeed instead. --- ### Actions **Multiattack.** makes two Doomfire Blade attacks. **Doomfire Blade.** _Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 20 (3d8 + 7) slashing plus 10 (3d6) fire damage. **Hellfire Breath** (Recharge 5–6). Azazel exhales searing hellfire in a 60-foot cone (Dex DC 18 negates). Each creature in area takes 56 (16d6) fire damage on a failed save, or half as much on success. **Frightful Presence.** Each creature of Azazel’s choice within 120 ft. that can see him must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the save at the end of each of its turns, ending the effect on itself on a success. --- ### Legendary Actions Azazel can take up to 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. Azazel regains spent legendary actions at the start of his turn. - **Attack.** makes one Doomfire Blade attack. - **Wing Buffet.** Azazel beats his massive wings. Each creature within 10 ft. must succeed on a DC 18 Strength save or be knocked prone and take 14 (3d6 + 4) bludgeoning damage. - **Fiery Surge.** Azazel casts _scorching ray_ (as a 5th-level spell; save DC 18). --- ### Lair Actions (Optional) If you place Azazel in his own domain in the Abyss, on initiative count 20 (losing initiative ties) he can invoke one of: - **Infernal Flames.** Black pillars of fire erupt in two 10-ft. squares Azazel can see within 120 ft. Each pillar lasts until the next round; creatures entering or ending their turn there take 14 (4d6) fire damage (Dex DC 18 negates). - **Sulfurous Miasma.** A cloud of choking smoke fills a 20-ft. radius centered on a point Azazel chooses within 120 ft. The area is heavily obscured until the next round, and creatures that start their turn there take 9 (2d8) poison damage (Con DC 18 half). --- **Tactics & Notes:** - Azazel opens combat with _Frightful Presence_ and follows up with _Hellfire Breath_ into tightly clustered foes. - He uses legendary actions to keep up the pressure—pursuing spellcasters with _Fiery Surge_ or knocking front-liners prone with _Wing Buffet_. - In a lair, use the environmental hazards to isolate PCs and punish movement. This stat block should turn any 12th-level party into a memorable—and fiery—challenge!