Large Fiend (Demon), Chaotic Evil
Armor Class 21 armor
Hit Points 375 (14d12 + 140)
Speed 35 ft., Fly 70 ft.
STR
10 (+0)
DEX
22 (+6)
CON
18 (+4)
INT
18 (+4)
WIS
10 (+0)
CHA
16 (+3)
Saving Throws DEX +13, CON +11
Skills Perception +6, Sleight of Hand +12, Stealth +12
Damage Vulnerabilities Cold, Lightning
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60ft, Passive Perception 16
Languages --
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Special loot. +3 leather armor, hat of disguise, bracer of flying daggers, cloak of invisibility, knave’s eye patch, ring of truth telling, rapier, +3, portable hole, wand of web, feather of diatryma summoning, blood daggers.

Change Shape. The BloodRider Assassin can use a bonus action to magically polymorph into a huge dragon, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. It can speak and cast spells while in huge dragon form. Any equipment it is wearing or carrying in humanoid form melds into the huge dragon form. It reverts to its humanoid form if it dies.

Evasion. If he is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, BloodRider Assassin takes no damage if he succeeds on the saving throw, and only half damage if he fails. He can’t use this trait if he’s incapacitated.

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

Spider Climb. The BloodRider Assassin can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Amorphous.The BloodRider Assassin can move through a space as narrow as 1 inch wide without squeezing.

Shadow Stealth.While in dim light or darkness, the BloodRider Assassin can take the Hide action as a bonus action.

Sunlight Sensitivity.the BloodRider Assassin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

 Devil’s Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Eldritch Sight.You can cast detect magic at will, without expending a spell slot.

Spellcasting. The BloodRider Assassin is a 16th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): chill touch, eldritch blast, mage hand, poison spray

1st–5th level (3 5th-level slots): crown of madness, dimension door, dispel magic, fear, fly, giant insect, hold monster, insect plague, invisibility, vampiric touch, web, witch bolt, darknis

Actions

Multiattack. BloodRider Assassin makes three attacks only once you can use strenght drain or shadow jump

+3 Rapier. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (1d8 + 10) piercing damage.

Flying Dagger. Ranged Weapon Attack: +12 to hit, range 20/60 ft., one target. Hit: 13 (1d4 + 10) piercing damage

Strength Drain.Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.

Shadow Jump. If the BloodRider Assassin is in dim light or darkness, each creature of the BloodRider Assassin's choice within 5 feet of it must succeed on a DC 17 Constitution saving throw or take 34 (5d12 + 2) necrotic damage.

The BloodRider Assassin then magically teleports up to 60 feet to an unoccupied space it can see. It can bring one creature it’s grappling, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness.

Invisibility.the BloodRider Assassin magically turns invisible for up to 1 hour or until he attacks, he casts a spell, he uses his change shape, or his concentration is broken.

Reactions

Deadly Reach. In response to a visible enemy moving into its reach, the BloodRider Assassin makes one rapier attack against that enemy. If the attack hits, the BloodRider Assassin can make a second rapier attack against the target.

Legendary Actions

BloodRider Assassin 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. BloodRider Assassin regains spent legendary actions at the start of his turn.

Quick Step(Costs 2 Actions). BloodRider Assassin moves up to his speed without provoking opportunity attacks.

Attack(Costs 1 Actions). BloodRider Assassin makes two attacks 

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

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.

RedStar69

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