Large Fiend, Neutral Evil
Armor Class 12 Natural Armor
Hit Points 250 (24d10 + 120)
Speed 30 ft.
STR
20 (+5)
DEX
8 (-1)
CON
20 (+5)
INT
18 (+4)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws CON +9, CHA +9
Skills Arcana +9, Intimidation +9, Perception +9, Persuasion +9
Damage Resistances Cold, Fire, Lightning, Poison, Psychic
Condition Immunities Blinded, Charmed, Exhaustion, Petrified, Poisoned
Senses Truesight 120-feet, Passive Perception 20
Languages All
Challenge 9 (5,000 XP)
Proficiency Bonus +4

 Legendary Resistance (1/Day). If Murdaw fails a saving throw, he can choose to succeed instead.

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

Phase Change. When Murdaw drops to 0 hit points, he recovers and appears in his second phase in the same space his first phase was defeated. His initiative count doesn’t change.

Actions

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage.

Flame Breath (Recharge 5–6). Murdaw exhales a fierce fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.

Petrifying mist (1/day). Murdaw conjures petrifying mist in a 40-foot cube centered on himself. Each creature in the area must make a DC 17 Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Creatures immune to the charmed condition are immune to this ability. 

Kasap (Recharge 5-6). Murdaw drains the defensive power of his enemies. All creatures of Murdaw's choice within 60 feet of him gain Vulnerability to all damage types until the end of Murdaw's next turn.   

Summon Minion (Recharge 6). Murdaw summons a Helmed Horror to a space within 60 feet of him not occupied by another creature. Murdaw can only have a max of two Helmed Horrors summoned at once. 

Description

Murdaw is the Dread Fiend Invading the Real and Dream Worlds.

Monster Tags: fiend

Envyus

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