Large Fiend (Angel), Chaotic Evil
Armor Class 23 (natural armor, hide)
Hit Points 290 (20d20 + 30)
Speed 45 ft.
STR
18 (+4)
DEX
20 (+5)
CON
25 (+7)
INT
18 (+4)
WIS
20 (+5)
CHA
21 (+5)
Damage Resistances Force; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened, Paralyzed
Senses Passive Perception 19
Languages --
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Innate Spellcasting. Blaed's innate spellcasting ability is Constitution (spell save DC 18, +8 to hit with spell attacks). Blaed has the following warlock and sorcerer spells prepared:

At Will: Eldritch Blast, Hellish Rebuke 

1/day each: Mass Suggestion, Power Word Stun

2/day each: Abi-Dalzim's Horrid Wilting, Dominate Person

 

Actions

Multiattack. The Blood God takes three actions.

Blood Control (5/Day). Blaed aims his palm at a target. Said target must succeed a DC 18 constitution saving throw or become paralyzed until the start of the Blood God's next turn. The creature can reroll at the end of each of it's allies turns and is freed on a success.

Stroke (Recharge 6). Blaed points to any foe within a radius of 25 ft. of him. Said target must then make a DC 20 constitution saving throw or take (5d8) necrotic damage and be paralyzed for three of the Blood God's turns.   

Blood Trident. Melee Spell Attack: +12 to hit, reach 15 ft., one target. Hit: (2d12) piercing damage. When hit, the target must make a DC 15 constitution saving throw or be knocked prone until the end of their next turn. This action cannot be used if the Blood God is within a vicinity of 35 ft. from antimagic forces or is targeted by antimagic. 

Blood Missile. Ranged Spell Attack: +10 to hit, range 120/300 ft., one target. Hit: (3d8) piercing damage. When hit, the target can make a DC 14 constitution saving throw, and have the damage halved on a success. On a failed save, they take double the damage, and are paralyzed until the start of their next turn.

Legendary Actions

Blaed 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. The Blood God regains spent legendary actions at the start of his turn.

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

Unarmed Strike. Fyodor makes one unarmed strike.

Mass Blood Control (Costs 2 Actions). The Blood God briefly paralyzes every creature hostile to him and moves himself at least 15 ft. away from them until the start of the next creature's turn. 

Corlan_Awryn

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