Gargantuan Fiend (Demon), Chaotic Evil
Armor Class 24 (natural armor)
Hit Points 629 (69d10 + 244)
Speed 50 ft.
STR
29 (+9)
DEX
14 (+2)
CON
26 (+8)
INT
20 (+5)
WIS
17 (+3)
CHA
25 (+7)
Saving Throws STR +17, CON +16, WIS +11, CHA +15
Skills Insight +11, Perception +19
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 29
Languages Abyssal, Telepathy 120 ft.
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Innate Spellcasting. Arkmador's spellcasting ability is Intelligence (spell save DC 23). Arkmador can innately cast the following spells, requiring no material components:

At will: darkness, detect magic, dispel magic

1/day each: confusion, fly, power word stun

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

Magic Weapons. Arkmador's weapon attacks are magical. 

Actions

Multiattack. Arkmador makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.

Pincer. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: (3d12 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Arkmador has two pincers, each of which can grapple only one target.

Fist. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 7 (6d4 + 2) bludgeoning damage.

Dark Pulse. Spell Attack, reach 50 ft. circle. Hit: 37 (10d6 + 2) force damage. Creatures in range must pass a DC 15 DEX saving through. If failed, they take full damage and are pushed back 20 ft. If successful, they take half damage and are not pushed back. 

Legendary Actions

Pincer. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: (3d12 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Arkmador has two pincers, each of which can grapple only one target.

Fear Conjuration. Spell Attack: As a legendary action, Arkmador looks deep into the psyche of a creature he can see. The creature must pass a DC 20 CHA saving throw. On a fail, a fearsome foe from the creature’s past is summoned to the battle field with 100 HP and it’s usual stat block. Recharge: 5-6

Monster Tags: Demon

CadeBengert

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