Large Fiend (Demon), Chaotic Evil
Armor Class 17 Natural Armor
Hit Points 170 (20d10 + 60)
Speed 40 ft.
STR
13 (+1)
DEX
19 (+4)
CON
16 (+3)
INT
12 (+1)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws DEX +8
Skills Acrobatics +8, Stealth +8
Damage Resistances Lightning
Damage Immunities Fire
Condition Immunities Frightened, Poisoned
Senses Darkvision 180 ft, Passive Perception 17
Languages Common, Infernal
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Magic Resistance. Arkaan The Skewer has advantage on saving throws against spells and other magical effects.

Blood Lusted. If a creature Arkaan The Skewer is attacking has missing health he gains an additional damage die and a +2 to all attacks against it.

Fire Rejuvenation. Any fire damage Arkaan The Skewer takes is converted to health

Actions

Multi-Attack. Arkaan The Skewer can perform three attacks: Two with the Trident and one with either his Tail or Horns.

Hellfire Touched Trident. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 24 (3d10 + 8) piercing damage plus 7 (1d8 + 3) fire damage. 

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 11 (2d6 + 4) piercing damage plus 5 (1d6 + 2) fire damage. The target creature must make a DC 14 Strength saving throw. On a failed save the creature is grappled. On a successful save the creature is shoved back 5 ft or moved to the nearest available space. If the creature getting shoved is against a wall they roll at disadvantage.

Tail Whip. Melee Weapon Attack: +4 to hit, reach 10 ft., 1 target. Hit: 7 (1d6 + 4) slashing damage plus 5 (1d6 + 2) fire damage. The target creature must make a DC 12 Constitution saving throw. Upon a failure one level of exhaustion is gained. On success, no effect happens.

Dragoon Dive. Melee Weapon Attack: +12 to hit, range of 15 ft area., 1 target. Hit: 32 (4d10 + 10) slashing damage plus 8 (1d8 + 4) fire damage. Arkaan The Skewer will jump up into the air 100 ft or up to the highest point in a building. He will stay up there for one round and be resistant to all physical damage types. Upon his next turn, he will fall back down to the ground and be able to target one creature within a 15 ft radius of the initial jump spot. Upon getting hit the target creature must make a DC 17 Dexterity saving throw. Upon a failure two cripples are gained and the creature is pinned to the ground knocked prone. On success, only one cripple effect is taken.

 

Reactions

Back Leap. When Arkaan The Skewer is the target of a creature's attack he can jump backward 10 ft before the target creature rolls to hit.

Legendary Actions

Arkaan The Skewer has three legendary actions.

Movement (Costs 1 Action). Arkaan The Skewer can move up to his walking movement speed.

Tail Whip (Cost 1 Action).  Can perform one Tail  Whip attack.

Gore (Cost 1 Action).  Can perform one Gore attack.

Legendary Resistance (2/Day). If Arkaan The Skewer fails a saving throw, he can choose to succeed instead.

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.

platnate

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