Huge Fiend, Chaotic Evil
Armor Class 17 Plate/Flesh
Hit Points 870 (19d8 + 95)
Speed 30 ft.
STR
30 (+10)
DEX
11 (+0)
CON
30 (+10)
INT
18 (+4)
WIS
17 (+3)
CHA
18 (+4)
Saving Throws STR +18, DEX +8, CON +18, INT +12, WIS +11, CHA +12
Damage Vulnerabilities Radiant
Damage Immunities Fire, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 25
Languages All
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Demonic Weapons. Buhguul weapon attacks are magical. When Buhguul hits with any weapon, the weapon deals an extra 8d8 necrotic damage (included in the attack).

Fear Aura.Any creature hostile to the Buhguul that starts its turn within 20 feet of the Buhguul must make a DC 18 Wisdom saving throw, unless the Buhguul is incapacitated On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the Buhguul Fear Aura for the next 24 hours

Limited Magic Immunity. Buhguul can’t be affected or detected by spells of 6th level or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical effects.

Regeneration.Buhguul  regains 20 hit points at the start of its turn. If it takes Cold or radiant damage, this trait doesn’t function at the start of its next turn. Buhguul dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Rejuvenation. Buhguul body turns to dust when he drops to 0 hit points, and his equipment is left behind. Buhguul gains a new body after 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of Buhguul phylactery, the location of which is hidden.

Master of Undeath.When Buhguul casts animate dead or create undead, he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely. Additionally, he can cast create undead even when it isn’t night.

 At will: animate dead,create undead 

 

Actions

Multiattack. Buhguul makes three greatsword attacks.

Greatsword.Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 22 (6d6 + 8) slashing damage plus 27 (8d8) Necrotic damage.

Hellfire Orb (1/Day). Buhguul hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.

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

Legendary Actions

Savage (Costs 2 Actions). Buhguul makes a greatsword attack against each creature within 10 feet of him.

Creeping Death (Costs 2 Actions). Buhguul chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Buhguul next turn. Creatures in that area are vulnerable to necrotic damage.

Provoke Rage (Costs 3 Actions). Each creature within 60 feet of Buhguul must succeed on a DC 18 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.

Description

Buhguul standing a full 30 feet (9.1meters) in height and massing out at around 15,000 pounds (6,800 kilograms) of red rotten flesh completely covered in pitch black plate armor with tortured souls swirling in the armor carrying a cursed obsidian greatsword with thick black ichor dripping from it standing 20ft .Originally created out of Orcus wickedness trying to create the strongest being in creation realization hit Orcus that ment him aswell so he locked Buhguul in the deepest part of citadel until Orcus was killed by a group of heroes. Buhguul now released will carry on Orcus ambitious as his own to take over the realms now that he has taken Orcus domain he renamed it Acropolis.

Lair and Lair Actions

 Buhguuls makes his lair in the fortress city of Acropolis, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styxhas,multiple Giant  Is black admantium walls surrounding the exterior of Acropolis is an eerily quiet and cold city, its streets often empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering undead, many of which are engaged in continuous battles with one another..

On initiative count 20 (losing initiative ties), Buhguul can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:

 Buhguul voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to power word kill. Buhguul needn’t see the creature, but he must be aware that the individual is in the lair.

Buhguul causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair.

Buhguul causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear or until Buhguul releases their grasp (no action required).

Previous Versions

Name Date Modified Views Adds Version Actions
2/6/2022 8:03:45 AM
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Monster Tags: Demon Lord

Demi_Caligula

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