Huge Fiend, Lawful Evil
Armor Class 18 Natural Armor
Hit Points 350 (30d20 + 50)
Speed 35 ft.
STR
30 (+10)
DEX
20 (+5)
CON
30 (+10)
INT
30 (+10)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws STR +12, CON +12, INT +12
Skills Intimidation +10, Perception +5
Damage Vulnerabilities Radiant
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Senses Tremorsense 60ft, Truesight 20ft, Passive Perception 15
Languages Common, Infernal, Telepathy
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Anti-magic Aura. Algren's finger points and creates an area of anti-magic, as in the anti-magic field spell, in a 60ft by 15ft beam. At the start of each of his turns, Algren decides which way the cone faces and whether the cone is active. The area works against his own attacks.

Hand of Power.  Algren has one hand of incredible magic power. It is his Achilles heel, as all of his magic flows through it. His hand holds 5 beams, one in each finger, and the palm emits a beam of anti magic. 

Legendary Resistance (5/Day). If Algren fails a saving throw, he can choose to succeed instead.

Demon Cunning. Algren has advantage on all Intelligence, Wisdom, and Charisma Saving Throws against magic.

Actions

Paralyzing Gesture. Algren points his first finger and causes (             ) to suffer paralyzing fear. They must succeed on a DC 19 Constitution saving throw or be paralyzed for 1 minute. They can repeat the saving throw at the end of each of their turns, ending the effect on itself on a success.

Slowing Ray. The targeted creature must succeed on a DC 18 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enervation Ray. The targeted creature must make a DC 19 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.

Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

Sleep Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage. This ray has no effect on constructs and undead.

Claw.  +5 to hit, reach 5ft. Hit: 12 (2d6 + 6) [slashing] damage. 

Bonus Actions

Shadow travel. When hit by an attack that deals more than 20 radiant damage, Algren uses his bonus action to pull ash and smoke from around him, teleporting to any location within 30ft that he can see. 

Reactions

Demonic Nope. When targeted by a spell of 4th level or higher, Algren can attempt to counterspell it at disadvantage. DC = 10 + the spells level. 

Legendary Actions

Algren the Demon King can take 5 legendary actions, using the Hand of Power option below. He can take only one legendary action at a time and only at the end of another creature’s turn. He regains spent legendary actions at the start of his turn.

Demonic Gesture. Algren uses one random ray.

Demonic Awareness. Algren makes a perception check. 

Savage Mauling. Algren moves up to half  his movement speed rounded down, then makes two claw attacks.

Never Without Minions. (costs 3 actions) Algren summons 3d10 Dretches from the depths of the pit to die for him. 

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A roar in the fog, a flash of lightning, and suddenly you're eye to eye with a towering beast of dread and blood. Two bitter eyes stare at you and another roar escapes from its putrid mouth.
A crown of darkened meta; adorns its rounded head, which itself is crackling with intense heat from within. An intense heat escapes the creature's slim nostrils set within a curved nose.
Its rounded head sits atop a giant, bony body. Dark, smoking symbols cover its chest, who knows what the story behind this is.
The creature bolts toward you, its two legs steadily carry its wicked body with a composed energy. A vine-like tail moves behind it, which itself almost seems like a separate, serpentine creature.

The creature comes closer and closer, left hand pointing one cruel finger towards you, its eyes never leaving yours.

Lair and Lair Actions

Enter a description of your monster's lair here.

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:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

SinisterEcho404

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