Huge Fiend (Demon, Devil), Lawful Good
Armor Class 19 (natural armor)
Hit Points 450 (21d12 + 150)
Speed 40 ft., Fly 80 ft.
STR
30 (+10)
DEX
15 (+2)
CON
30 (+10)
INT
20 (+5)
WIS
16 (+3)
CHA
22 (+6)
Saving Throws STR +16, CON +16, WIS +9, CHA +12
Skills Religion +15
Damage Resistances Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision, Truesight 120 ft., Passive Perception 13
Languages Abyssal, Celestial, Common, Deep Speech, Infernal, Telepathy 120 ft.
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Death Throes. When dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the anung weapons.

Fire Aura. At the start of each of the turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

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

Magic Weapons.  weapon attacks are magical.

 

Actions

Multiattack. Anung Un Rama makes two attacks: one with its longsword and one with its fist.

Longsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If Anung Un Rama scores a critical hit, it rolls damage dice three times, instead of twice.

Right hand of Doom. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or knocked back 25 ft.

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

Legendary Actions

The Ogdru Jahad . Are serpentine/crustacean entities they are pitiless, chaotic, bent on destruction and subjugation and often so horrific in appearance that the mere sight of one of them sometimes induced madness.

LEVEL

4th
CASTING TIME
1 Action
RANGE/AREA
90 ft
COMPONENTS
V, S, M *
DURATION
Concentration 3 Minute
SCHOOL
Conjuration
ATTACK/SAVE
DEX Save
DAMAGE/EFFECT
 Restrained
 

Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 5d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 5d6 bludgeoning damage.

When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.

A creature restrained by the tentacles can use its action to make a Strength or Dexterity  against your spell save DC. On a success, it frees itself.

 The Good Samaritan is like a miniature hand cannon. It weighs 6lbs which could also be used as a hammer. It is a .20 mm mega-pistol that can blow huge holes in buildings. The gun can hold up to four bullets making it the ultimate weapon. Upon impact a glass chamber within the bullet casing launches numerous things. These things can include holy water, white oak or anything else thats needed to be used to defeat the monster at hand. 

Revolver

--

5d8 piercing/various affect

6 lbs

Ammunition (Firearms), (Range 40/120), Reload

Description

Age unknown; 7'0''; 280 lbs. A tall, redīskinned humanoid. He has a tail, cloven hooves, a giant stone right hand, and the stubs of filedīoff horns on his forehead. His eyes are pupilless and orange; his hair is confined to sideburns, a small beard, and a tiny ponytail. Despite his appearance, most people find him only a little startling, not frightening.

Monster Tags: DevilDemon

Demorkai

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