Huge Fiend (Demon), Chaotic Evil
Armor Class 25 armor
Hit Points 400 (14d12 + 140)
Speed 25 ft., Fly 50 ft.
STR
22 (+6)
DEX
8 (-1)
CON
20 (+5)
INT
6 (-2)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws STR +13, CON +12
Skills Athletics +13, Insight +9, Intimidation +9, Survival +9
Damage Vulnerabilities Cold, Lightning
Damage Immunities Fire, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60ft, Passive Perception 16
Languages --
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Special loot.3+ plate mail, blood shield, 39000gold, Quaal's Feather Token, Spell Scroll (Death Ward), Elixir of Health, Potion of Stone Giant Strength, Potion of Superior Healing

Change Shape. The BloodRider Leader 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.

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

Dual Shields. The BloodRider Leader carries two shields, each of which is accounted for in the BloodRider Leader’s AC. The giant must stow or drop one of its shields to hurl rocks.

Regeneration.The BloodRider Leader regains 10 hit points at the start of its turn if it has at least 1 hit point.

Strange Resistance. at the start of the BloodRider Leader turn roll a d10 the BloodRider Leader has resistanceto the damage type listed based on the roll until the start of it's next turn (choose or roll a d10): 1–2, acid (black); 3–4, cold (white); 5–6, fire (red); 7–8, lightning (blue); 9–10, poison (green).

Magic Resistance. The BloodRider Leader has advantage on saving throws against spells and other magical effects.

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

Sunlight Sensitivity.the BloodRider Leader 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.

 siege monster.it deals double damage to structures

Actions

Multiattack. The BloodRider Leader makes two fireshield attacks.

Fireshield. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 24 (5d6 + 6) bludgeoning damage plus 7 (2d6) fire damage plus 7 (2d6) piercing damage.

Shield Charge. The BloodRider Leader moves up to 30 feet in a straight line and can move through the space of any creature smaller than Huge. The first time it enters a creature’s space during this move, it makes a fireshield attack against that creature. If the attack hits, the target must also succeed on a DC 21 Strength saving throw or be pushed ahead of the giant for the rest of this move. If a creature fails the save by 5 or more, it is also knocked prone and takes 18 (3d6 + 6) bludgeoning damage, or 29 (6d6 + 6) bludgeoning damage if it was already prone.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the BloodRider Leader can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the BloodRider Leader. A creature can benefit from only one Leadership die at a time. This effect ends if the BloodRider Leader is incapacitated.

blood Orb (1/Day). The BloodRider Leader hurls a magical ball of blood that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 21 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) acid damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.

Reactions

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

Shield.When a creature makes an attack against the BloodRider Leader it grants a +2 bonus to BloodRider Leader's AC if the BloodRider Leader is within 5 feet of the attacker.

Legendary Actions

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

Shield Charge(Costs 2 Actions).BloodRider Leader makes a shield charge attack

Attack(Costs 1 Actions). BloodRider Leader makes two fire shield 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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