Huge Fiend, Any Evil Alignment
Armor Class 17 (natural armor)
Hit Points 135 (18d8 + 54)
Speed 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
16 (+3)
INT
20 (+5)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws CON +10, INT +12, WIS +9
Skills Arcana +12, History +12, Insight +9, Perception +9
Damage Resistances Fire, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 19
Languages Common, Infernal, Primordial, Primordial
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If the fiend fails a saving throw, it can choose to succeed instead.

Rejuvenation. If it has a phylactery, a destroyed fiend gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Spellcasting. The fiend is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The fiend has the following spells:

Cantrips (at will): True Strike, Message, Fire Bolt

1st level (4 slots): Command, Hideous Laughter, False Life, Grease, Burning Hands

2nd level (3 slots): Blindness Deafness, Darkness, Scorching Ray, Enlarge Reduce

3rd level (3 slots): Fireball, Stinking Cloud, Fear, Bestow Curse

4th level (3 slots): Fire Shield, Wall of Fire

5th level (3 slots): Flame Strike, Hallow

6th level (1 slot): Instant Summons, Circle of Death

7th level (1 slot): Prismatic Spray, Finger of Death

8th level (1 slot): Incendiary Cloud, Sunburst

9th level (1 slot): Meteor Swarm

Turn Resistance. The fiend has advantage on saving throws against any effect that turns fiends.

Actions

Fiend's Maul. Melee Spell Attack: +13 to hit, reach 5 ft., one creature. Hit: 11 (2d6+1) bludgeoning damage and (1d6) fire damage. The target must succeed on a DC 18 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

The fiend 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 fiend regains spent legendary actions at the start of its turn.

Cantrip. The fiend casts a cantrip.

Fiend's Maul (Costs 2 Actions). The fiend uses its maul.

Frightening Gaze (Costs 2 Actions). The fiend fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the fiend's gaze for the next 24 hours.

Disrupt Life (Costs 3 Actions). Each living creature within 20 feet of the fiend must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Lair and Lair Actions

A Fiend's Lair

A fiend often haunts the abode it favored in life, such as a lonely tower, a haunted ruin, or an academy of black magic. Alternatively, some diends construct secret tombs filled with powerful guardians and traps.

Everything about a fiend's lair reflects its cruelty, including the brutal traps traps that secure it. Undead, fiends, and enslaved creatures lurk in boiling recesses, emerging to destroy those who dare to disturb the fiend.

A fiend encountered in its lair has a challenge rating of 22 (41,000 XP).

Lair Actions

On initiative count 20 (losing initiative ties), the fiend can take a lair action to cause one of the following magical effects; the fiend can’t use the same effect two rounds in a row:

  • The fiend rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
  • The fiend targets one creature it can see within 30 feet of it. A blazing whip of flames tethers the fiend to the target. Whenever the fiend takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the fiend takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the fiend or the target is no longer in the fiend's lair.
  • The fiend calls forth the underlings throughout his lair. These underlings appear and attack one creature that the fiend can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) slashing damage on a failed save, or half as much damage on a success. The underlings then leave, lest get in the path of the fiend's rage.
KinArch

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