Archfiend Royal Blood. Melee attacks give this creature advantage on all attacks it's next turn.
Thorny Body. Attempts to grapple this creature automatically fail and are met with 2d4 piercing damage that is considered magic.
Hellish Grasp. When this creatures grapples another, it does 2d6 piercing damage and at the start of the grappled creature's turn, they must make a STR save of DC15 or take 1d12 Piercing damage and 1d12 Fire damage.
Frightening Criticals. 19 is considered a critical. When this creatures attacks with a critical, inflict Frightened on the targeted creature.
Multi-Attack. This creature can attack twice
Hellish Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: # (2d12 + 5) Slashing damage, and (2d6) Fire damage.
Hell Laser. Ranged Spell Attack: +4 to hit, range 300/1000 ft., Single target. Hit: 18 (4d6 + 4) Fire damage.
Hellish Rebuke. Once per turn, react to a melee with a Hellish Rebuke, dealing (5d10) Fire damage.
This creature gets 3 Legendary Actions that reset to 3 at the start of each of his turns
Rain of Fire (Costs 3 Actions). Until the end of this creature's next turn, all creatures must make a Dex save of DC18 or take (2d8) Fire damage (half as much on a success).
Legendary Abilities (Costs 2 Action). Archfiend Semi-God can automatically succeed any dice roll, but can never critical this way.
Description
The Archfiend Semi-God is a massive creature standing about 15ft tall and weighing 650lbs. It's skin color is typically matching of tieflings. These demons are empowering themselves to trifle with gods, and typically being smitten by such when they grow too powerful. Large horns cover the fiend's body, the tips of such usually being molten hot.
Lair and Lair Actions
A large empty room in the depths of a volcano or somewhere very hot
Lair Actions
On initiative count 1 (losing initiative ties), the Archfiend Semi-God takes a lair action to cause one of the following effects; the Archfiend Semi-God can’t use the same effect two rounds in a row:
- Lava bursts from the ground and turns to rock on the way back down. creatures must make a Dex save of 12 or take 2d10 Fire damage and 1d6 Bludgeoning damage as rocks come down. The solidified rocks come down and cover the hole like a scab
- The ground quakes, creatures in the lair must make a Dex save of DC13 or be knocked Prone
Regional Effects
The region containing a legendary Archfiend Semi-God’s lair is extremely hot, which creates one or more of the following effects:
- Lava flows as smoothly and thin as water
- Trees tend to randomly combust into flames that seems to have a natural pattern
If the Archfiend Semi-God dies, these effects fade instantly.
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