Large Fiend (Demon, Shapechanger), Chaotic Evil
Armor Class 23 natural armor
Hit Points 758 (52d20 + 378)
Speed 50 ft., fly 80 ft.
STR
16 (+3)
DEX
28 (+9)
CON
26 (+8)
INT
20 (+5)
WIS
22 (+6)
CHA
30 (+10)
Saving Throws DEX +17, CON +16, WIS +14, CHA +18
Skills Arcana +13, Deception +18, Perception +14, Persuasion +18
Damage Resistances Cold, Fire, Lightning, Psychic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned, Unconscious
Senses Truesight 120ft, Passive Perception 24
Languages all, telepathy 120ft.
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Shapechanger. Zellvia can use her action to polymorph into a Small or Medium humanoid, or back into her true form. Without wings, Zellvia loses her flying speed. Other than her size and speed, her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. she reverts to her true form if she dies.

Legendary Resistance (3/Day). If Zellvia fails a saving throw, she can choose to succeed instead.

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

Magic Weapons. Zellvia's weapon attacks are magical.

Limited Magic Immunity. Unless Zellvia wishes to be affected by it, spells of 2nd level and lower do not affect her.

Reactive Nature. Zellvia can take two reactions before her next turn. Only one reaction can be taken in a combat turn. 

Charge (2nd Phase). If Zellvia moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 15 (3d10) piercing damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Regeneration (2nd Phase). Zellvia regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn't function at the start of her next turn. Zellvia dies only if she starts her turn with 0 hit points and doesn't regenerate.

She Who Thirsts (3rd Phase). Any creature hit by a melee attack from Zellvia must succeed a DC 17 Constitution saving throw or have their maximum hit points be reduced by an amount equal to half the damage taken. This reduction lasts until the target finishes a long rest or is healed by a spell of 6th level or higher. The target dies if it's hit point maximum is reduced to 0. Undead and Constructs are not affected by this ability.

Innate Spellcasting. Zellvia's spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). Zellvia can innately cast the following spells, requiring no material components:

At Will: detect magic, dispel magic, dissonant whispers (5th level), chill touch (17th level), charm person

5/day each: counterspell, hunter's mark, blight, geas

2/day each: contagion, spiritual weapon (4th-level spell, 2d8 + 10 force damage on a hit, appears as a whip)

Actions

Multiattack. Zellvia makes 4 attacks with her weapons.

Claws (Fiend Form Only). Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 9) slashing damage plus 5 (1d10) psychic damage. If the target is a creature, it must succeed a DC 17 Constitution saving throw or be unable to heal until the start of their next turn.

Acid lash. Ranged Weapon Attack: + 17 to hit, range 60 ft., one target. Hit: 17 (2d10 + 9) acid damage.

Gore (2nd phase). Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 11 (2d10 + 3) piercing damage.

Winged Jab (3rd Phase). Melee Weapon Attack: +11 to hit, reach 15ft., one target. Hit: 20 (3d12 + 3) piercing damage. If the creature is no bigger then Large it must succeed a DC 22 Strength saving throw or be pulled 10 ft. towards Zellvia.

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

Reactions

Parry. Zellvia adds 5 to her AC against one melee attack that would hit her. To do so, Zellvia must see the attacker and be in a form to use her claws.

Deflect (2nd Phase). Zellvia adds 5 to her AC against one ranged attack that would hit her. To do so, Zellvia must see the attacker and be in a form to use her claws.

Legendary Actions

Zellvia can take up to 3 legendary actions (4 at 3rd Phase), 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. Zellvia regains spent legendary actions at the start of her turn.

Swipe. Zellvia makes one claw attack.

Teleport. Zellvia uses her Teleport action.

Embrace the Cold. Zellvia casts chill touch (17th level)

An Excess of Pain and Pleasure (Costs 2 Actions). Zellvia points at 3 creatures within 60ft of her, they must succeed on a DC 20 Wisdom saving throw or become vulnerable to the damage from the next attack that hits them.

Description

The Demon Queen of Lust and Excess is a 10 foot tall succubus with long, silky, black hair. She has four arms, each starting off with smooth, glistening skin near the shoulder. Only for it to be covered in a corrupting, hardened ichor as it approaches the six fingered hands, each fingernail sharpened out and used to cut into those she despises and to latch onto those she grows "fond" of. The Hardened black ichor covers portions of her body. Her legs are that of a goat ending in a sharpened hoof. Her wings partially tattered, but still able to carry her in flight end with long, sharpened bones used to lunge out at prey and drag them in closer. Her large horns atop her head are for more then just show as she is more then capable of using them to ram into unsuspecting enemies. Her face is gentle, both eyes marked with a bright red Iris, the skin around her left eye has turned black over the years.

Zellvia revels in excess of all things. Nicknamed "She who Thirsts" by the ancient heroes who first banished her back to the depths of the Abyss, Zellvia has taken the nicknames she has been given with pride. Zellvia's dream is too see everything in excess. For there to be more pain, more pleasure in all things that happen throughout the planes. Those that wish to experience even more then what they have reached attract Zellvia's attention as she draws them down further acts of depravity and hedonism. Should Zellvia ever find her way out of the Abyss again the cults that have formed over the world would become a major problem to anyone close to them. Zellvia's influence would drive them to commit more evil and open acts in order to draw upon the raw emotions being displayed by regular people. Zellvia also loves to tease up and coming adventurers. Seeing their passion and drive as fuel to add to her fire, the emotions they experience along their adventures is enough to make her "fall in love" with those she spy's on. The Demon Queen of Lust and Excess sees all as pawns in her game, anyone is sacrificial, and all will ask her for more in time.

Zellvia, Demon Queen of Lust and Excess has 3 separate phases, based upon how she is doing in combat. Each phase is meant to show her mask falling off and to reveal her true unbridled nature as a hedonistic, masochistic, psychopath that only wishes for more pain and suffering.

Zellvia's phase activation happens at the end of the turn that resulted in dropping below the hit point threshold. Even if Zellvia is brought back above the hit point threshold as a result of the phase healing, or other outside healing she will remain in the phase she entered.

1st Phase: Zellvia is her normal Demon Lord form.

2nd Phase: Activated when dropping below half her hit point maximum (379 hp).

  • When entering her 2nd phase any creature within 10 ft. of Zellvia must succeed a DC 20 Strength saving throw or be pushed back 10 ft. and take 4d6 psychic damage, on a success the creature is not pushed back and takes only half damage.
  • Heals 3d10
  • Gains Gore attack
  • Gains Charge ability
  • Gains regeneration

3rd Phase: Activated when dropping below a quarter of her hit point maximum (189 hp)

  • When entering her 3rd phase any creature within 10 ft. of Zellvia must succeed a DC 20 Strength saving throw or be pushed back 10 ft. and take 4d6 psychic damage, on a success the creature is not pushed back and takes only half damage.
  • Heals 2d10
  • Gains 4th Legendary Action
  • Gains Winged Jab
  • Gains She Who Thirsts

Lair and Lair Actions

Zellvia makes her lair in a palace called Esra Lupe, a decadent structure in the city of Selquess, found within her abyss domain of Fellynar. Zellvia's corrupting influence spreads like ripples through the surrounding area. Should she stay in one area for too long any and all will begin to do more and more depraved things, sinking into hedonistic activities. Area's with her sustained presence and influence are know to have a very strange smell that is intoxicating to all but the strongest willed who enter. Her Palace of Esra Lupe is the place for those seeking the most intense pleasure and pain they will ever know. Everything in Esra Lupe is crafted from the finest of materials, the servants are the most attractive in the planes, the knives the sharpest ever made.

Lair Actions

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

  • Zellvia causes the air to become thick with a strange scent, any number of creatures she chooses must make a DC 22 Charisma saving throw or be stunned until the end of their next turn.
  • Blood from all those tortured and killed in Esra Lupe seeps up from beneath the floor causing all ground terrain to be difficult terrain until the next Lair Action.
  • Zellvia casts confusion as a 6th level spell (spell save DC 23) anywhere she wants in her palace, she does not need to see the location in order to cast it.

Regional Effects

The region containing Zellvia's lair is warped by her hedonistic nature, creating one or more of the following effects:

  • If a humanoid is within 3 miles of the lair they begin to hear feminine voices tempt them with anything they desire, whether that be knowledge, power, money, food, etc.
  • Beasts within 1 mile become dazed and confused, they will not run away from any danger. 
  • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the madness of Zellvia table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.

If Zellvia dies, these effects fade over the course of 1d10 days.

Madness of Zellvia
d100 Flaw (lasts until cured)
01–20 “I will enjoy any and all luxuries as soon as I have them. There is no point in saving the pleasurable experience for later."
21–40 “I will surround myself with only the most beautiful of romantic partners. I will accomplish this goal even if it costs me my life--or the lives of others."
41–60 “Inflicting pain is the most important part of my day. If I can't find someone else to hurt I'll just hurt myself."
61–80 “I must have only the finest of materials, anything that isn't the best isn't worth my time."
81–00 “My desires and wants are more important that anyone else's."

 

Monster Tags: DemonDemon Lordfiend

TheDuke5487

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