Medium Humanoid, Typically Chaotic Evil
Armor Class 28 Plate
Hit Points 200 (20d20)
Speed 30 ft.
STR
25 (+7)
DEX
20 (+5)
CON
25 (+7)
INT
22 (+6)
WIS
22 (+6)
CHA
18 (+4)
Saving Throws STR +15, DEX +13, CON +15, INT +14, WIS +14, CHA +12
Damage Vulnerabilities Radiant
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Cold, Necrotic, Poison; Bludgeoning, Piercing, and Slashing that is Nonmagical
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Prone
Senses Darkvision darkvision 120 ft, Passive Perception 17
Languages Abyssal, Common
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Dangerous at both ends and crafty in the middle. Arvon cannot be flanked by enemies while conscious 

Spellcasting. Arvon is a 19-level spellcaster. Its spellcasting ability is 18 (spell save DC 18, +10 to hit with spell attacks). Arvon has following spells prepared:
Cantrips (at will): detect magic, see invisibility, wall of ice

2/ per day: dispel magic, compelled duel
1/ per day: power word kill, power word stun

Actions

Multiattack. Arvon makes four Greatsword attacks.

GreatswordMelee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 9 (4d8 + 10) slashing damage, or 10 (4d10 + 15) slashing damage if used with two hands, plus 18 (6d8) necrotic damage.

Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Hellfire Orb (1/Day). Arvon 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.

Magic Resistance. Arvon has advantage on saving throws against spells and other magical effects and if Arvon rolls a natural 19 or 20, then the spell is reflected against the caster.

Marshal Undead. Unless Arvon is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.

Spellcasting. Arvon is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared:

1st level (4 slots): command, compelled duelsearing smite

2nd level (3 slots): hold person, magic weapon

3rd level (3 slots): dispel magic, elemental weapon

4th level (3 slots): banishment, staggering smite

5th level (2 slots): destructive wave (necrotic)

Unholy Smite. When you hit a creature with a melee weapon attack, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is of good alignment.

Bonus Actions

Fear Aura . Any creature that starts its turn within 5 feet of Arvon must make a DC 20 Wisdom saving throw. 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 Arvon's Fear Aura for the next 24 hours.

Reactions

Parry. As a reaction, Arvon adds 6 to its AC against one melee attack that would hit it. To do so, Arvon must see the attacker and be wielding a melee weapon.

Legendary Actions

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

Legendary resistence (Costs 1 Actions). If Arvon fails a saving throw or ability check on another players turn, he can choose to succeed insetad

Attack (Costs 1 actions) Arvon can make 1 melee attack against a creature within range

Description

Unkown, there were no survivors 

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.

Cailligan_the_cunning

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