Large Fiend, Lawful Evil
Armor Class 21 natural armor
Hit Points 200 (26d12 + 50)
Speed 30 ft., fly 15 ft. -2 ac while flying
STR
26 (+8)
DEX
20 (+5)
CON
25 (+7)
INT
21 (+5)
WIS
24 (+7)
CHA
8 (-1)
Saving Throws STR +14, DEX +11, CON +13, WIS +13
Skills Acrobatics +10, Arcana +8, Athletics +7, Insight +6, Perception +7
Damage Resistances Fire
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Paralyzed, Petrified, Poisoned, Prone
Senses Truesight 60ft, Passive Perception 22
Languages Common, Giant
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Immutable Form: The golem is immune to any spell or effect that would alter its form.

Magic Resistance: The golem has advantage on Saving Throws against Spells and other magical Effects.

Magic Weapons: The golem's weapon attacks are magical.

Legendary Resistance (3/Day): If Zeep-zap the gate guardian fails a saving throw, it can choose to succeed instead.
 

Spellcasting.  Zeep Zap The Gate Guardian  is a 6th level spellcaster. Its spellcasting ability is [intelligence] (spell save DC 17, +8 to hit with spell attacks). Zeep Zap The Gate Guardian has following [Wizard] spells prepared:

Cantrips (at will): fire bolt, acid splash
1st level (4 slots): grease , burning hands

2nd level(4slots): Scorching rayMisty step

3rd level(3slots): Counterspell, Lightning bolt

4th level(3slots): fire shield, polymorph

5th level(2 slots): conjure elemental ,Geas

6th level(1 slot): Eyebite

 

Actions

Multi attack: the Gate Guardian can make four melee attacks, cast a spell before making three melee attacks or ranged attacks, or make two ranged attacks before making two melee attacks.

Talon swipe. magic dagger attack: +14 to hit, reach 5 ft., 1 target. on Hit: (3d6 + 3) [slashing] damage and (3d6+6) [piercing] damage)

Spit fire. Ranged Weapon Attack: +12 to hit, range 15/30 ft., 1 target. Hit:  (1d10 + 6) [fire] damage and 1d10+6 [bludgeoning] damage 

Bonus Actions

As a bonus action the gate guardian may attempt to cover itself more with its wings, increasing its ac by 2 until its next turn, but putting it at disadvantage on dexterity checks until its next turn.

Reactions

Frightening roar. The gate guardian releases a feral roar in an attempt to intimidate any who oppose it. all creatures currently engaged in combat with the gate guardian must succeed on a dc 16 wisdom saving throw or be frightened. this save can be repeated after a failure by a player at the start of that players turn.

Legendary Actions

Can take 3 Legendary actions choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Forced regeneration (Costs 1 Action): The gate guardian is able to heal itself from massive injures at will. it can do this a total of three times before it needs a long rest The gate guardian heals itself for 6d10 health with a minimum of 30 points.

Counter spell (costs 3 actions) : The gate guardian counters a spell that targets them directly.

Defensive Gust (costs 2 actions) : The gate guardian beat's their wings, all creatures in front of them must pass a dc 23 dexterity save as magical winds blow them back 30 feet. on a success creatures are knocked prone in place.

 

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The giant red devil has flames instead of eyes and wings covered in hard scales that make it difficult to damage.

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.

Monster Tags: Devilaberration

Jack_Archon

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