Huge Fiend, Chaotic Evil
Armor Class 25 Natural
Hit Points 478 (33d12 + 264)
Speed 40 ft., climb 40 ft., fly 80 ft.
STR
29 (+9)
DEX
19 (+4)
CON
27 (+8)
INT
21 (+5)
WIS
22 (+6)
CHA
26 (+8)
Saving Throws STR +17, CON +16, WIS +14, CHA +16
Skills Athletics +17, Intimidation +16, Perception +14
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Truesight, Passive Perception 24
Languages All, Telepathy
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits
Deadly Critical. Abel scores a critical hit on a roll of 19 or 20 and rolls the damage dice three times, instead of twice.
Innate Spellcasting. Abel spellcasting ability is Charisma (spell save DC 24). He can innately cast the following spells, requiring no material components:
  • At will: detect thoughts, dispel magic, spirit guardians

  • 1/day each: banishing smite, blinding smite, staggering smite

Legendary Resistance (3/Day). If Abel fails a saving throw, he can choose to succeed instead.
Magic Resistance. Abel has advantage on saving throws against spells and other magical effects.
Whirlwind of Weapons. A magical aura of weapons surrounds Abel in a 10 foot radius. At the start of each of his turns, any other creature in the aura takes 14 (4d6) force damage.
Actions
Multiattack. Abel makes four weapon attacks.
Spawned Melee Weapon. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 28 (3d12 + 9) force damage.
Spawned Ranged Weapon. Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. Hit: 17 (3d8 + 4) force damage.
 
Change Shape. Abel magically polymorphs into a humanoid, beast, or giant that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (his choice). 

In a new form, Abel retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

Abel can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Abel regains spent legendary actions at the start of his turn.

Attack. Abel makes one weapon attack.

End Magic (Costs 2 Actions). Abel casts dispel magic.

Provoke Rage (Costs 3 Actions). Each creature within 60 feet of Abel must succeed on a DC 24 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no creatures are within reach, it makes a ranged weapon attack against a random creature within range, throwing its weapon if necessary. This attack is made with advantage and gains a +4 bonus to the damage roll.

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