Large Fiend, Lawful Evil
Armor Class 20
Hit Points 385 (14d12 + 200)
Speed 40 ft., Swim 80 ft.
STR
24 (+7)
DEX
15 (+2)
CON
20 (+5)
INT
14 (+2)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws STR +14, WIS +10, CHA +12
Skills Athletics +19, Intimidation +11, Perception +15, Performance +17, Persuasion +11
Damage Vulnerabilities Cold, Lightning
Damage Immunities Acid, Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 120, Tremorsense 120, Passive Perception 25
Languages All
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Special loot: Giant Bloodslayer Longsword, 46000 gp, 30000 pp, Bolt of Platinum Cloth set with Amethyst (2500 gp), Electrum Cloth Cloak set with Amethyst (2500 gp), Fox Fur Longsword Scabbard wreathed in Continual Flame (2500 gp), Gold Orb wreathed in Continual Flame (2500 gp), Leopard Fur Longsword Scabbard wreathed in Continual Flame (2500 gp), Large Tapestry threaded with Brass (2500 gp), Mask of Freedom,  +3 Ammunition (20 arrows) (very rare, dmg 150), Spell Scroll (Disintegrate) (very rare, dmg 200), Oil of Sharpness (very rare, dmg 184), Potion of Invisibility (very rare, dmg 188), Potion of Vitality (very rare, dmg 188)

Change Shape. The BloodRider Wrestler 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 Wrestler makes a saving throw, he can choose to succeed instead.

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

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

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

Magic Weapons. The BloodRider Wrestler ’s weapon attacks are magical.

Amphibious. The BloodRider Wrestler  can breathe air and water.

Poisonous Skin. Any creature that grapples the BloodRider Wrestler or otherwise comes into direct contact with the BloodRider Wrestler ’s skin must succeed on a DC 21 Constitution saving throw or become poisoned for 1 minute. The poisoned creature feels a desperate need to soak itself in liquid or mud. It can’t take actions or move except to do so or to reach a body of liquid or mud. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Taunt (2/Day). The BloodRider Wrestler can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 19 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn.

Innate Spellcasting. The BloodRider Wrestler’s innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: detect magic, detect thoughts, invisibility (self only), mage hand, major image, Enlarge/Reduce, Enhance Ability

3/day each: blade barrier, dispel evil and good, resurrection, longstrider, expeditious retreat, Zephyr Strike

1/day each: commune, control weather

Aura Of Greatness. While you are conscious, you grant all friendly creatures (including you) within 10 ft. a +3 bonus to all saving throws and +10 movement speed. 

Channel Divinity Peerless Athlete. 

As a bonus action you gain the following benefits for 10 minutes:

- You have advantage on Athletics and Acrobatics checks.

- The amount you can carry, push, drag, and lift is doubled.

- The distance of your long and high jumps increases by 10 ft. (this distance costs movement as normal)

Actions

Multiattack. BloodRider Wrestler makes three longsword attacks and uses Leadership or mesmerizing Chirr.

Mesmerizing Chirr (Recharge 6).
 The BloodRider Wrestler makes a chirring noise to which bloodriders are immune. Each humanoid or beast that is within 15 feet of the BloodRider Wrestler and able to hear it must succeed on a DC 23 Wisdom saving throw or be stunned until the end of the BloodRider Wrestler’s next turn.

 Leadership. BloodRider Wrestler  utters a few inspiring words to one creature he can see within 30 feet of her. If the creature can hear her, it can add a d10 to one attack roll or saving throw it makes before the start of Aurelia’s next turn.

Warleader’s Helix (Recharge 5–6). Ranged Spell Attack: +13 to hit, range 60 ft., one creature. Hit: 54 (12d8) radiant damage, and BloodRider Wrestler can choose another creature she can see within 10 feet of the target. The second creature regains 27 (6d8) hit points.

Longsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 7) slashing damage, or 13 (1d10 + 7) slashing damage when used with two hands, plus 27 (6d8) radiant damage, plus 7 (2d6) acid damage.

Reactions

Cutting Words. As a reaction when a creature (that's not immune to being charmed) you can see within 60 ft. makes an attack roll, ability check, or damage roll, you can take a d10, roll the die, and subtract the number from the creature's roll. You can do so after the roll but before knowing the result. You can use this feature up to 3 times. 

Unyielding. When BloodRider Wrestler is subjected to an effect that would move her, reduce her movement, knock her prone, two of those things, or all three, she can use her reaction to be neither moved nor knocked prone.

Legendary Actions

BloodRider Wrestler 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. Aurelia regains spent legendary actions at the start of her turn.

Bolster. The BloodRider Wrestler bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can’t be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of the empyrean’s next turn.

Trembling Strike (Costs 2 Actions). The BloodRider Wrestler strikes the ground with its maul, triggering an earth tremor. All other creatures on the ground within 60 feet of the empyrean must succeed on a DC 25 Strength saving throw or be knocked prone.

Blinding Gaze (Costs 3 Actions). The BloodRider Wrestler targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 19 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

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.

VBunnie23

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