Armor Class 22 Natural Armor
Hit Points 305 (29d20)
Speed 50 ft., Fly 30 ft.
STR
28 (+9)
DEX
16 (+3)
CON
20 (+5)
INT
18 (+4)
WIS
14 (+2)
CHA
28 (+9)
Saving Throws STR +17, CHA +17
Skills Arcana +20, History +18, Insight +20, Religion +20
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Senses Truesight 120 ft., Passive Perception 20
Languages All languages except Celestial, Draconic, Sylvan, and Primordial
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Chulgor's Death-Law. If Chulgor is slain out of vengeance, he is revived with double his original HP and his size becomes Gargantuan. All of his attacks increase in damage by 2 of their respective dice. If he is slain again, he dies permanently as long as it is in accordance with Sch'Tum Death-Law.

Sch'Tum Death-Law. The demigod nature of any high ranking demons from Schutt, including Chulgor, prevent them from being killed while outside of the material mortal realms. If Chulgor's HP drops to 0 while in a non-material or immortal realm, he melts away, reforming instantly at half health at a place in Schutt of his choosing. If Chulgor is killed while in a material, mortal realm, his essence is destroyed along with all of his demonic spawn. Any creatures in the material, mortal realm charmed by Chulgor are freed from his grasp. All relics and artifacts in the material, mortal realm created by Chulgor vanish. All spells bestowed unto others by Chulgor are revoked, all pacts made with him are voided.

Scryer's Bane. When a creature attempts to magically scry on Chulgor, roll a D10 and then consult the list below to determine the effects.
1: Nothing happens, and Chulgor is scried on.
2-4: Nothing happens, and Chulgor is not scried on.
5: Chulgor is scried on, but is aware that he is being scried on.
6: Chulgor is scried on, but is aware that he is being scried on, and knows the identity of the scryer.
7:  Chulgor is scried on, but is aware that he is being scried on, and knows and location the identity of the scryer.
8: The scryer is teleported directly in behind Chulgor, and remains vanished from their initial location for 6 minutes.
9: The scryer is teleported directly in front of Chulgor, and remains vanished from their initial location for 3 minutes.
10: Chulgor is scried on. Afterward, the scryer drops to 0 HP with a terrified expression, bleeds from the face, and becomes unstable.

Innate Spellcasting. Chulgor's innate spellcasting ability is Charisma (spell save DC 19, +14 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: Locate Creature, Sending, Darkness
5/day each: Hellish Rebuke (3rd level), Summon Greater Demon (Knight of Chulgor), Counterspell (12th level), Symbol
3/day each: Dominate Person, Eyebite, Immolation
1/day each: Power Word Stun

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

Magic Resistance. Chulgor has advantage on saving throws against spell and other magic effects.

Limited Magic Immunity. Chulgor is immune to spells of 2nd level or lower unless he wishes to be affected.

Magic Weapon. Chulgor's weapon attacks are magical.

Actions

Multiattack. Chulgor makes two attacks with his Greatsword.

Greatsword. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 31 (2d20 + 10) Slashing damage + 5 (1d10) Fire damage for every remaining Homing Fireball charge.

Flying Sword. Chulgor releases its Greatsword to hover magically in an unoccupied space within 5 ft. of it. If Chulgor can see the sword, he can mentally command it as a Bonus Action to fly up to 50 ft. and either make one Attack against a target or return to his hands. If the hovering sword is targeted by any Effect, Chulgor is considered to be holding it. The sword vanishes if Chulgor dies.

Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (2d20) Bludgeoning or Slashing damage. Only be used when Chulgor is not wielding his Greatsword in his hands.

Laser Eye (1/day). Ranged Weapon Attack: +14 to hit, range 600 ft., up to two targets. Hit: 28 (8d6) Radiant damage, or half as much when succeeding a DC22 Dexterity Saving Throw.

Homing Fireball (8/day). Ranged Weapon Attack: +13 to hit, range 120/600 ft., one target. Hit: 28 (8d6) Fire damage, or half as much when succeeding a DC20 Dexterity Saving Throw. One of eight fireballs is launched from Chulgor's Greatsword, which is permanently hovering around the blade until launched. If a creature touches one of the hovering fireballs before it is launched, a charge is expended and this attack's effects are put into motion on the creature. Chulgor can choose to expend all 8 charges in a single turn, forfeiting his bonus action, with each fireball allowed to target separate creatures.

Reactions

Unholy Scream (3/day). When struck by a silvered weapon, Chulgor unleashes an overwhelming howl of pain and rage. All non-fiend creatures capable of hearing within 15 ft. of Chulgor take 11 (1d20) Thunder damage.

Legendary Actions

Chulgor can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.

Detect. Chulgor makes a Wisdom (Perception) check with advantage.

Move. Chulgor moves up to his speed without provoking opportunity attacks.

Wingbeat (Costs 2 Actions). Chulgor beats its wings. Each creature within 15 ft. of Chulgor must succeed a DC 18  (25 if Chulgor has become Gargantuan) Dexterity saving throw or be knocked prone. Chulgor can then fly up to half its flying speed.

Frightening Gaze (Costs 2 Actions). Chulgor fixes his third eye's gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Chulgor's gaze for the next 24 hours.

Bloodspawn (Costs 3 Actions). Chulgor sacrifices 10 HP and summons 1d4 (-1) Imps of Chulgor to fight alongside him, or 1 Knight of Chulgor. The creatures remain for 1 hour, until Chulgor dies, or until he dismisses them as a bonus action.

Description

Chulgor, the Three Eyed Ox. The Four Horned Messiah. He is the Demon Lord of Vengeance, hailing from a remote island in the afterlife-realm of Schutt. He wishes the world to destroy itself via perpetual acts of revenge and manipulates those he feels can bring his dream to fruition. Should vengeance overwhelm the good of the world, Chulgor may grow more powerful than the even most ancient primordial Gods.

Lair and Lair Actions

Chulgor's lair is a throne room in the heart of an over-sized city carved from volcanic rock sequestered away in a secret location only discoverable after his three Shards of Molten Retribution have been acquired (not assembled).

Lair Actions

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

  • Chulgor refreshes his Homing Fireball charges.
  • Chulgor refreshes a single Legendary Resistance.
  • 1d6 sigils appear carved into the stone in random places within Chulgor's lair a la the Symbol spell (Symbol spell effects also randomized).

 

Previous Versions

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Monster Tags: DemonDemon Lordfiendhumanoid

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