Huge Fiend (Demon), Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 208 (18d12 + 100)
Speed 40 ft., fly 80 ft.
STR
26 (+8)
DEX
15 (+2)
CON
22 (+6)
INT
20 (+5)
WIS
16 (+3)
CHA
22 (+6)
Saving Throws STR +14, CON +12, WIS +9, CHA +12
Damage Resistances Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Truesight 120 ft., Passive Perception 13
Languages Abyssal, Telepathy 120 ft.
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

The Unending Hunt. When Xurguork dies, He releases a air splitting howl, which lets any creatures within 100 feet that have the rampage feature take their movement and make a bite attack against the nearest enemy creature

Magic Resistance. Xurguork has advantage on saving throws against spells and other magical effects.

Magic Weapons. Xurguork's weapon attacks are magical.

Actions

Multiattack. Xurguork makes two attacks with Hell Splitter, He can replace any of these attacks with his bite

Hell Splitter. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (2d12 + 10) bludgeoning damage. This weapon can be slammed into the ground to create a fissure. A fissure formed by this axe extends 30 feet before the wielder of the axe and is five feet wide and ten feet deep, coming to a tapered point at the bottom. It’s also filled with an inky, chilly water. And in the very middle of the trench is a small break into the abyss. 

Creatures in an area where a trench is forming must succeed a DC 18 DEX check or fall into the water in the trench. Creatures that succeed the DEX check while the trench is forming can choose a point within five feet to move to.  Any creature that ends its turn within the water takes 2d6 Cold Damage and is grappled by otherworldly tentacles which attempt to suffocate the creatures in the pool and keep them in the water. To break this grapple, the grappled creature must succeed an Athletics or Acrobatics check contested by the tentacles’ Athletics (+5). 

Each round after the first round that this Trench exists, a single tentacle larger than all the rest emerges from the water. Roll initiative for this. This tentacle can reach any point within ten feet of the trench, and will attempt to grapple a creature and drag in into the water, showing preference for its summoners enemies but settling for allies if none are within range. If no creature is within range, or if the only creature within range is the owner of this axe, the tentacle readies an action to grapple any other creature that enters its range.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage and the target must succeed on a DC 20 Strength saving throw or be knocked prone.

Teleport. Xurguork magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Monster Tags: Demon

SlothStealer420

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