Special Trait Name. resistance to attack spells
Spellcasting. No spells can be cast by the arch demon
Action Name. Defy Magic: using powers unable to be described in any mortal tongue, the arch demon negates all magic within a 60 foot radius. the total width of the area is 120 feet around the demon and the area follows it wherever the arch demon may go, keeping the demon at the center
Action Melee Attack. Demonic Greataxe Attack: reach 20ft., 2 target. Hit: (2d10 + 5) [slashing] damage.
Action Ranged Attack. Fire breath Attack: range 100 ft., 3 target. Hit: (2d8 + 3) [burning] damage.
Demon's Fury. after being hit by a critical strike with either a bludgeoning or piercing attack, the demon will be temporarily shielded from all of those attack types, as well as burning attacks. It will also let out a loud battle cry, making any surrounding monsters come in to fight as long as they are in a 100 foot radius (200 foot diameter). any additional monsters already in combat will roll with advantage for their next four turns.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Description
A towering, beastly creature with black, leathery skin, the Arch Demon is quite a threatening beast indeed. It comes equipped with a greataxe and the ability to negate all forms of magic whenever it so desires. It is also quite strong, as evidenced by its sheer size and the way it wields the greataxe (This weapon is much too large for any players to carry, and disappears upon the demon's death). Upon death, the demon will slowly degrade, the bones cracking and crumbling, the skin going grey and brittle, until it turns to a fine dust which can be collected to brew an elixir that allows the reading of minds, based upon the player's intelligence of course.
Lair and Lair Actions
An expansive dungeon shaped like an inverted pyramid with the Arch Demon's chamber in the center. This is found in excessively cold environments or just anywhere within the underdark.
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:
- Seismic Slam: All players in the party are brought to their knees from a loud slam of the demon's axe against the ground. If they attack their next turn, they have disadvantage.
Regional Effects
The region containing a legendary arch demon’s lair is extremely cold, which creates one or more of the following effects:
- slight slowdown: remove 5 speed from your character while in the lair
If the arch demon dies, these effects fade over the course of 1D4 days