Medium Fiend, Lawful Evil
Armor Class 18 (plate)
Hit Points 199 (20d12 + 80)
Speed 40 ft.
STR
20 (+5)
DEX
16 (+3)
CON
18 (+4)
INT
15 (+2)
WIS
17 (+3)
CHA
20 (+5)
Saving Throws STR +10, CON +9, WIS +8, CHA +10
Skills Athletics +10, Insight +8, Perception +8, Persuasion +10
Damage Vulnerabilities Piercing from Magic Weapons Wielded by Good Creatures
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Darkvision 60 ft., Passive Perception 18
Languages Common, Infernal
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Innate Spellcasting. The creature's spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). the creature can innately cast the following spells, requiring no material components:

At will: chromatic orb (see “Actions” below), detect thoughts, disguise self

1/day each: banishing smite, destructive wave, fly, mass suggestion, staggering smite, suggestion, true seeing

Revelation of True Form (Mythic Trait; Recharges after a Short or Long Rest). If the creature is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, it sheds its form regains 199 hit points, and moves up to its speed without provoking opportunity attacks.  

Limited Magic Immunity. The creature can’t be affected or detected by spells of 6th level or lower unless he wishes to be. The creature has advantage on saving throws against all other spells and magical effects.

 

Actions

Multiattack. The awakened flind makes three attacks: one with each of its different flail attacks or three with its longbow.

Flail of Madness. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage, and the target must make a DC 16 Wisdom saving throw. On a failed save, the target must make a melee attack against a random target within its reach on its next turn. If it has no targets within its reach even after moving, it loses its action on that turn.

Flail of Pain. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5)bludgeoning damage plus 22 (4d10) psychic damage.

Flail of Paralysis. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8)piercing damage.

Chromatic Orb. Ranged Spell Attack: +10 to hit, range 120 ft., one creature. Hit: 13 (3d8) damage of a type chosen by Mordakhesh: acid, cold, fire, lightning, poison, or thunder.

Legendary Actions

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

Attack. The creature makes one weapon attack or casts chromatic orb.

Chromatic Resistance. The creature gains resistance to one damage type of his choice — acid, cold, fire, lightning, poison, or thunder — until the start of his next turn.

Warlord’s Command (Costs 2 Actions). The creature targets up to two allies that he can see within 30 feet of him. If a target can see and hear him, the target can make one weapon attack as a reaction and gains advantage on the attack roll.

Mythic Actions

If The creature's mythic trait is active, it can use the options below as legendary actions for 1 hour after using Revelation of True Form.

Numbing Strikes. The creature makes two attacks with it's flail. If both attacks hit the same creature, it takes an extra 7 (2d6) psychic damage and must succeed on a DC 18 Wisdom saving throw or become paralyzed until the start of her next turn.

Madness of the Hunt (Costs 3 Actions). The creature can force a creature it can see within 10 feet to make C 16 Wisdom saving throw. On a failed save, the target must make a melee attack against a random target within its reach on its next 1d4 turns. If it has no targets within its reach even after moving, it loses its action on those turns.

uabblazer

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