Gargantuan Fiend (Devil), Lawful Good
Armor Class 24 (natural armor)
Hit Points 560 (26d20 + 208)
Speed 40 ft., burrow 40 ft., fly 120 ft.
STR
30 (+10)
DEX
10 (+0)
CON
27 (+8)
INT
20 (+5)
WIS
28 (+9)
CHA
30 (+10)
Saving Throws DEX +9, CON +17, WIS +18, CHA +19
Skills Arcana +13, Deception +18, Intimidation +18, Perception +17, Persuasion +18, Stealth +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Lightning
Condition Immunities Charmed, Frightened, Petrified
Senses Blindsight 60 ft., Darkvision 120 ft., Truesight 60 ft., Passive Perception 27
Languages All, Telepathy ∞ Ft
Challenge 29 (135,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (3/Day). If Zephan fails a saving throw, he can choose to succeed instead.

Devil's Sight. Zephan's darkvision cannot be impeded by magical darkness.

Minor Magic Immunity. Zephan is immune to spells of 3rd level or lower unless he wishes to be affected.  In addition, he has advantage on saving throws against spells of 4th level or higher.

Magic Weapons. Zephan's weapon attacks are considered magical.

Frozen Concentration. Zephan can concentrate on two spells at once.  In addition, Zephan has advantage on saving throws to maintain concentration on spells.

Innate Spellcasting. Zephan's spellcasting ability is Charisma (spell save DC 26).  He can cast the following spells innately. 
At Will: Alter Self (can become medium when changing his appearance), Detect Magic, Detect Evil and Good.
3/day: 9th level Armor of Agathys, Dispel Evil and Good, Dispel Magic, Storm of Vengeance

Spellcasting. Zephan is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). Zephan has following Sorcerer spells prepared: 
Cantrips (at will): Ray of Frost, Thundeclap, Shocking Grasp, Shape Water, Lightning Lure, Prestidigitaion 
1st level (4 slots): Shield, Witch Bolt, Magic Missile
2nd level (3 slots): Shatter, Darkness, Dust Devil
3rd level (3 slots): Lightning Bolt, Sleet Storm, Counterspell
4th level (3 slots): Storm Sphere, Ice Storm, Banishment
5th level (3 slots): Cone of Cold, Control Winds, Telekinesis
6th level (2 slots): Chain Lightning, Disintegrate
7th level (2 slots): Teleport, Plane Shift
8th level (1 slot): Dominate Monster, Power Word Stun
9th level (1 slot): Power Word Kill, Wish

Actions

Multiattack. Zephan can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws. A spell and cantrip can replace his claw attacks.  A tail attack can replace one claw attack.  Lightning Breath can replace the bite attack

Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 30 (3d12 + 10) piercing damage plus 20 (3d12) lightning damage.

Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) slashing damage.

Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of Zephan's choice that is within 120 feet of him and aware of him must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Zephan's Frightful Presence for the next 24 hours.

Lightning Breath (Recharge 4–6). Zephan exhales lightning in a 120-­-foot line that is 10 feet wide. Each creature in that line must make a DC 26 Dexterity saving throw, taking 104 (16d12) lightning damage on a failed save, or half as much damage on a successful one.

Reactions

War Caster. Zephan can use a spell that targets one creature for attacks of opportunity.

Storm's Fury. When Zephan is hit by a melee attack, he can use his reaction to deal 30 lightning damage to the attacker. The attacker must also make a Strength saving throw against his spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from him.

Legendary Actions

Zephan can take 6 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. Zephan regains spent legendary actions at the start of his turn.

Detect. Zephan makes a Wisdom (Perception) check.

Tail Attack. Zephan makes a tail attack.

Wing Attack (Costs 2 Actions). Zephan beats his wings. Each creature within 15 feet of him must succeed on a DC 26 Dexterity saving throw or take 32 (4d10 + 10) bludgeoning damage and be knocked prone. Zephan can then fly up to half his flying speed.

Storm Lord. Zephan casts any spell from any spell list that deals thunder or lightning damage.

Electrifying Gaze. Zephan turns his magical gaze toward one creature he can see within 120 feet of him and commands lightning to fry it.  The target must succeed on a DC 26 Charisma saving throw or take 22 (4d10) Lightning damage.

Lair and Lair Actions

Zephan's Lair is his throne room in Stygia.  The Ice Throne is constructed entirely of ice but it is a challenge for those outside of Zephan's will to get to.  Zephan has a ton of Pit Fiends and Erinyes as guards to his palace and even more for his throne room.  Due to its close proximity His lair is so cold, that it could be mistaken for an ancient white dragon's lair.  If Zephan knows his palace is being stormed he will wait for those invaders to reach his throne room so that his lair can mess with them. 

Lair Actions

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

  • Freezing fog fills a 20-foot-radius sphere centered on a point Zephan can see within 120 feet of him. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until Zephan uses this lair action again or until Zephan dies.
  • Lightning arcs, forming a 5-foot-wide line between two of throne room's solid surfaces that Zephan can see. They must be within 120 feet of Zephan and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.
  • One wall in the throne room that Zephan can see suddenly creates a cacophony of explosive sounds.  Any creatures within 30 feet of that wall must succeed on a DC 15 Constitution saving throw or take 10 (3d6) thunder damage and be defended for the next 30 seconds.

Regional Effects

  • Zephan's Frost Palace is lightly obscured by chilly fog in a 6-mile-radius.
  • The Frost Palace has a constant thunder and lightning storm around it at all times unless Zephan wishes it gone.
  • The Frost Palace itself has several ice stalactites that will randomly fall on intruders.  The stalactites are 5 feet wide and sharp at the end.  Creatures that are in the stalactites' area must make a DC 12 Dexterity saving throw or take 4 (1d6) cold damage and 6 (1d10) piercing damage.
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