Medium Fiend, Lawful Evil
Armor Class 18 plate mail
Hit Points 241 (21d10 + 115)
Speed 40 ft., Fly 60 ft. (devil form only)
STR
24 (+7)
DEX
17 (+3)
CON
20 (+5)
INT
21 (+5)
WIS
20 (+5)
CHA
24 (+7)
Saving Throws STR +13, DEX +9, CON +11, INT +11
Skills Athletics +13, Perception +12
Damage Resistances Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight 60 ft, Passive Perception 15
Languages Common Common, Infernal
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Feral Instinct. Skesgav gains advantage on initiative rolls.

Deadly Critical. Skesgav scores a critical on a 19 or a 20, and rolls one extra damage die on a critical hit with a melee attack.

Dreadful.Skesgav can use a bonus action to appear dreadful until the start of his next turn. Each creature, other than a devil, that starts its turn within 10 feet of Skesgav must succeed on a DC 21 Wisdom saving throw or be frightened until the start of the creature's next turn.

Innate Spellcasting. Skesgav's innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

At will: alter self (can become Medium when changing his appearance),detect magic, inflict wounds (as an 4th-level spell), invisibility (self only), major image

3/day each: counterspell, dispel magic, fly, wall of fire

1/day each: dominate monster, symbol (pain only)

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

Magic Resistance. Skesgav has advantage on saving throws against spells and other magical effects.

Magic Weapons.Skesgav's weapon attacks are magical.
Regeneration.Skesgav regains 20 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Skesgav dies only if he starts his turn with 0 hit points and doesn't regenerate.
Actions

Multiattack. Skesgav makes three attacks melee attacks, or two with his Fire Ray.

Greatsword of Life Stealing. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit:  2d6+5 slashing damage, plus 1d6 fire damage, plus 10 necrotic damage if critical. 

Fire Ray. Ranged Spell Attack: +8 to hit, range 120 ft, one target. Hit: 3d6 fire damage.

Devil Captain's Call. When Skesgav targets only one creature with all the attacks of his multiattack, he can choose one ally he can see within 30 feet. That ally can use its reaction to make one melee attack against a target of its choice.

Legendary Actions

Attack. Skesgav attacks once with his greatsword

Cast a Spell (Costs 2 Actions). Skesgav casts a spell.

Demonic Movement. Skesgav moves up to his speed without provoking opportunity attacks. 

Description

A tall (nearly 7’) and imposing half-orc male. He carries a jagged greatsword of life stealing. Demands absolute loyalty from his crew. He’s a bit of a sadist.

Lair and Lair Actions

Skesgav seals one doorway or other entryway within the lair. The opening must be unoccupied. It is filled with solid stone for 1 minute or until Baphomet creates this effect again

Skesgav chooses a room within the lair that is no larger in any dimension than 100 feet. Until the next initiative count 20, gravity is reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Skesgav can ignore the gravity reversal if he's in the room, although he likes to use this action to land on a ceiling to attack targets flying near it.

Skesgav creates an illusory duplicate of himself, which appears in his own space and lasts until initiative count 20 of the next round. On his turn, Skesgav can move the illusory duplicate a distance equal to his walking speed (no action required). 

 

Bitch_slap_a_goblin

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