Medium Fiend (Shapechanger), Lawful Evil
Armor Class 18 Natural
Hit Points 161 (171d8 + 47)
Speed 40 ft., Fly 40 ft.
STR
20 (+5)
DEX
16 (+3)
CON
16 (+3)
INT
22 (+6)
WIS
16 (+3)
CHA
25 (+7)
Saving Throws DEX +9, WIS +9, CHA +13
Skills Deception +11, Insight +9, Investigation +13, Stealth +9
Damage Vulnerabilities Piercing from Magic Weapons Wielded by Good Creatures
Damage Resistances Acid, Fire
Condition Immunities Charmed, Exhaustion
Senses Darkvision 120, Passive Perception 17
Languages All, Telepathy
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Innate spell. Arsene's innate ability to cast spells is Charisma (DC 1822 spell resistance, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, not requiring material components: At ease: detecting thoughts, disguising, mage hand, minor illusion, infernal rebuke (4th level),Charm Person , Command 3 / day each: enchant person, detect magic, invisibility , bigger image, suggestion 1 / day each: dominate person, ,plane shift, true sight, scatter

Limited magic immunity. Arsene cannot be affected or detected by spells of 6th level or lower, unless you wish. Has an advantage on saving throws against all other spells and magical effects

Sadic Delight:when a hostile creature is reduced to 0 hit points by 18 meters for Arsene, he (Arsene) gains 25 temporary hit points

reckless: At the start of his turn, Arsene can gain an advantage in all melee attack rolls during that turn, but as attack rolls against him have an advantage until the start of his next turn.

Puppet Master. When Arsene casts the Charm Person spell, he can target up to five creatures. When he casts the Dominate Person spell, the spell duration is concentration, up to 8 hours

Actions

Multiatack: Arsene makes 3 attacks, with Devil Fang

Devil Fang. Melee attack: +9 to hit, reach 5 feet, # target. Hit: # 19 (3d6 + 7) cutting damage, Target is cursed if for a creature The magic curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from ending a short or long rest. The curse lasts until lifted by a curse removal spell or similar magic

 

Legendary Actions

 

 

  • Misleading escape (costs 2 actions). Arsene becomes invisible at the same time that an illusory double of himself appears where he is. This change is indiscernible to other people. After the double appears, the largest rakshasa can move up to its speed. Both effects last until the start of the next major rakshasa's turn, but invisibility ends if the larger rakshasa causes an attack or casts a spell before that.
  • Casting a spell (costs 3 actions). Arsene casts a spell from her list of innate spells, consuming the use of the spell normally.
  • Feed the Crowd(costs 2 actions):all Arsene allies within 9 meters gain an advantage on attack rolls and can spend their reaction to walk at half their speed and make a weapon attack on the nearest enemy

 

Mythic Actions

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Lair and Lair Actions

 

Arsene makes her lair in an opulent mansion in Mungoth, Geheena's third plan adorned with exquisite and valuable objects of gold and ivory and decorated with precious stones and curtains of the finest silk. They like paintings and other works of art depicting their victories over enemies, and they have a trophy room full of skulls and other memories taken from their enemies.

Its lair is guarded by enchanted rakshasas and humanoids and protected with deadly traps hidden behind cunning illusions.

In the initiative count 20 losing initiative ties, Arsene performs a lair action to cause one of the following effects; Arsen cannot use the same effect two consecutive rounds:

  • A sweet-smelling invisible vapor fills the den's corridors. Each humanoid creature in the lair must succeed on a Wisdom DC 18 saving throw or disadvantage on saving throws against enchantment spells until the count of 20 in the next round.
  • Four quasi-real average swarms of flaming monkeys (uses rat swarm statistics) appear in spaces that the largest rakshasa can see up to 18 meters; these spaces can be occupied. Monkeys act immediately. A creature starting its turn in a space occupied by burning monkeys suffers 3 (1d6) fire damage and must make a Wisdom DC 18 saving throw or be confused. This works like the confision spell, except that it only lasts 1 round. Flaming monkeys disappear at the count of 20 in the next round.

Regional Effects

  • Arsene hides his home traps by protecting his lair with clever illusions.wisdom (perception) to detect traps within the lair are done at a disadvantage

.If Arsene dies, these effects will disappear over 1 d 4 days

Monster Tags: Devil

Habitat: ArcticUrban

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