Death Throes. When Commander Gagreav dies, the turn after he dies he explodes, and each creature within 30 feet of it must make a DC 18 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys Commander Gagreav weapons.
Fire Aura. At the start of each of Commander Gagreav's turns, each creature within 5 feet of it takes 15 (3d6+5) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches Commander Gagreav or hits it with a melee attack while within 5 feet of it takes 15 (3d6+5) fire damage.
Magic Resistance. Commander Gagreav has advantage on saving throws against spells and other magical effects.
Magic Weapons. Commander Gagreav weapon attacks are magical.
Healing aura. All friendly creatures within 20 ft of Commander Gagreav heal 10 hp. Suffering Radiant damage prevents this healing for one turn.
Frenzy. When gagreav drops beneath 100 hp he enrages and gets a legendary action after each foes turn.
Multiattack. Commander Gagreav makes three attacks: two with its Axe and one with its chain.
Axe of hellish lighting. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If Commander Gagreav scores a critical hit, it rolls damage dice three times, instead of twice.
Metal chain. Melee Weapon Attack: +16 to hit, reach 60 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward Commander Gagreav.
Teleport. Commander Gagreav magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Jealous gaze. As a reaction Commander Gagreav can glare at a creature that scored a critical hit on him. The critical hit is reduced to a normal hit. Commander Gagreav's next attack which hits is automatically a critical hit.
Legendary actions. Per turn: 2
Legendary action. As a legendary action Commander Gagreav can strike out with its chain for 1 attack.
Legendary action. As a legendary action Commander Gagreav can summon 1D3 demonic imps to its aid.
Legendary action. Fiery mending, Gagreav triggers his healing aura an extra time.
Legendary action: Tail swipe: All characters within 10 ft in the back arch of Commander Gagreav must make a DC 18 Dexterity saving throw. Creatures who fail their saving throws against your tail sweep attack are knocked prone in addition to taking full damage: 3D10+3.
Legendary resistances. III
Lair and Lair Actions
Rain of fire. Fire rains down from the skies in one of the 4 lair regions, all creatures in this region take a DC 18 dexterity saving throw, on a fail, the character takes 3D6+3 fire damage.
Grovel you rats. Gagreav uses the authority of his throne. All creatures in a lair region in front of Gagreav must make a DC 18 wisdom saving throw, on a fail the character must spend their next action groveling on the floor praising Gagreav. They count as being prone.
Drop the Metal. One metal item Gagreav can see starts burning as affected by a 4th level Heat Metal spell (4D8). The creature can choose to drop the item or suffer the damage at the start of their next turn. If the item cannot be dropped the wearer takes damage as described in the Heat Metal spell. The spell is active for the next minute.
Quake. The spire on which the throne of Gagreav is located starts crumbling, remove 2D10 squares of space of the map and replace them with lava. Characters that are located on one of the squares that are removed must make a DC 18 dexterity-saving throw to throw themselves to safety. The first time this effect happens remove map squares from the A layer, once these are all gone remove squares from the B layer, followed by the C layer until the entire spire has sunken into the lava except the throne.
The mirror reveals. The stream of lava in the back opens up, One of the creatures that can see the mirror looks into it and sees their biggest desire. They make a wisdom saving throw DC 16 or will spend the next D3 turn walking towards it entranced. They can test again at the start of their turn.
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