Legendary Resistance (3/Day). If Demon fails a saving throw, they can choose to succeed instead.
Demon's Sight. Magical darkness doesn't impede the demon's darkvision.
Keen Smell. The Demon has advantage on Wisdom (Perception) checks that rely on smell.
Magic Resistance. The demon has advantage on saving throws against spells and other magical effects.
Spellcasting. the Demon is an 14th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 17, +10 to hit with spell attacks. Demon can cast disguise self and invisibility at will and has the following spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, eldritch blast
1st level (5 slots): detect magic, identify, mage armor*, magic missile, Charm Person
2nd level (4 slots): detect thoughts, mirror image, Blindness/Deafness, misty step, Hold Person, Suggestion, Detect Thoughts
3rd level (4 slots): counterspell, fly, Dispell Magic,lightning bolt, Nondetection, fireball
4th level (3 slots): Banishment, G. Invisibility, Fire shield, Stoneskin, Hallucinatory Terrain, Charm monster
5th level (3 slots): scrying, wall of force, Geas
Multiattack. The Demon makes two attacks with its daggers.
Daggers. Ranged Weapon Attack: +10 to hit, reach 60 ft., one target. Hit: 17(4d6 + 5);
If the target is a creature, it must make a DC 16 Constitution saving throw, taking 15 (5d6) poison damage on a failed save, or half as much on a successful one.
Blink Attack. The demon appears beside a creature he can see up to 240 ft. After that, perform a melee attack, with advantage, against the target. Melee Weapon Attack: +11 to hit, reach 60 ft., one target. Hit: 27(5d8 + 7);
Unnerving Mask. When a creature the demon can see starts its turn within 30 feet of the devil, the demon can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the demon, it must succeed on a DC 17 Wisdom saving throw or be frightened until the end of its turn.
The Cairos, 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. Cairos regains spent legendary actions at the start of its turn.
Psychic Drain (Costs 1 Actions). One creature charmed by the Cairos takes 24 (8d6) psychic damage, and the Cairos regains hit points equal to the damage the creature takes.
Scorching Burst. (Costs 2 Actions). Cairos chooses a point he can see within 60 feet of him. Each creature within 5 feet of that point must make a DC 17 Dexterity saving throw, taking 8d8 acid damage on a failed save, or half as much damage on a successful one.
Dice trick (Costs 1 Action). Roll 1d6. If the roll result is 4 or greater, regenerate a spell slot of your choice
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