Large Fiend (Demon), Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 275 (22d10 + 154)
Speed 30 ft., Swim 30 ft.
STR
27 (+8)
DEX
12 (+1)
CON
25 (+7)
INT
15 (+2)
WIS
21 (+5)
CHA
25 (+7)
Saving Throws DEX +9, CON +15, WIS +13, CHA +15
Skills Perception +21, Stealth +17, Survival +21
Damage Resistances Cold, Fire, Lightning
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 31
Languages All, Telepathy 120 ft.
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Hold Breath. The demon lord can hold his breath for 15 minutes.

Hungry Jaws. The demon lord can use a bonus action on his turn to make a bite attack against any creature that doesn’t have all its hit points.

Innate Spellcasting. The demon lord’s spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can cast the following spells, requiring no material components:

At will: detect magic, druidcraft, produce flame (17th level), shield

3/day each: conjure animals (reptiles only), dispel magic, entangle, fog cloud, plant growth, spike growth

1/day each: flame strike, heat metal (8th-level version), wall of force

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

Magic Resistance. The demon lord has advantage on saving throws against spells and other magical effects.

Magic Weapons. The demon lord’s weapon attacks are magical.

Opportunist. Once per turn, the demon lord can make an opportunity attack with a longsword without using his reaction.

Skewer. Once per turn, when the demon lord makes a melee attack with his bite or spiked tail and hits, the target takes an extra 24 (7d6) damage, and the demon lord gains temporary hit points equal to the extra damage dealt.

Actions

Multiattack. The demon lord makes seven attacks: six with his longswords and one with his spiked tail.

Longsword. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 9) slashing damage plus 10 (3d6) acid damage.

Spiked Tail. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) piercing damage.

Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one creature. Hit: 15 (2d6 + 8) piercing damage and the target is grappled (escape DC 23). Until this grapple ends, the target is restrained, and the demon lord can't bite another target.

Legendary Actions

The demon lord 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 demon lord regains spent legendary actions at the start of his turn.

Attack. The demon lord makes one longsword attack.

Spell. The demon lord casts a spell with a casting time of 1 action using his Innate Spellcasting trait.

Monster Tags: DemonDemon Lord

Habitat: ForestSwamp

Newb_DM

Comments

Posts Quoted:
Reply
Clear All Quotes