Large Fiend (Demon), Chaotic Evil
Armor Class 19 natural armor
Hit Points 390 (26d12 + 208)
Speed 40 ft., Swim 20 ft., Burrow 20 ft.
STR
21 (+5)
DEX
23 (+6)
CON
26 (+8)
INT
24 (+7)
WIS
22 (+6)
CHA
26 (+8)
Saving Throws STR +13, CON +16, CHA +16
Skills Athletics +12, Deception +15, Insight +13, Intimidation +15, Nature +14, Perception +13, Religion +14, Stealth +13, Survival +13
Damage Resistances Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Slashing
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Blinded, Charmed, Frightened, Poisoned
Senses Blindsight 60 ft., Passive Perception 23
Languages All, Telepathy 90 ft.
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Shapechanger. Carnebane can use his action to polymorph into a form that resembles a Medium humanoid, or back into his true form. Aside from his size, his statistics are the same in each form. Equipment he is wearing or carrying can be melded into the new form or modified to be worn or carried by the new form.

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

Magic Weapons. Carnebane's weapon attacks are magical.

Innate Spellcasting. Carnebane's spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). Carnebane can innately cast the following spells, requiring no material components: 


At will: Agnazzar's scorcher, crown of madness, darkness, disguise self, false life, hold person, invisibility, ray of sickness, scorching ray, suggestion

3/day each: blight, dominate person, enervation, eyebite, fear, immolation, sickening radiance, vitriolic sphere, 

1/day each: circle of death, finger of death, mass suggestion

Actions

Multiattack. If in humanoid form, Carnebane makes three attacks with Restless Wrath. If in his true form, Carnebane can substitute one of these attacks with his Bite attack.

Restless Wrath (Greatsword). Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 25 (5d6 + 5) slashing damage, and the target must make a DC 20 Strength Saving Throw or be knocked prone.

Bite. Melee Weapon Attack: +12  to hit, range 5 ft., one target. Hit: 29 (4d10 + 5) piercing damage, and the target must make a DC 23 Constitution Saving Throw or take 18 (6d4) points of acid damage and be poisoned. The target takes half damage on a successful saving throw.

Consume. Melee Spell Attack: +15 to hit, range 15ft., one target. Hit: 43 (5d12 + 8) necrotic damage. If Carnebane reduces a creature to 0 hit points with his Consume action, it instantly dies, and Carnebane gains hit points equal to twice the characters Constitution score. If the slain creature has a challenge rating of 25 or higher, Carnebane's maximum health increases by the same amount.

Legendary Actions

Carnebane 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 creatures turn. Carnebane regains spent legendary actions at the start of his turn.

Rush. Carnebane moves up to his speed, and does not trigger Attacks of Opportunity.

Cast a Spell (Costs 2 Actions). Carnebane casts one one of the spells listed under his Innate Spellcasting feature.

Consume (Costs 3 Actions). Carnebane uses his Consume action on a target within range.

Description

Carnebane, Demon Lord of Destruction and Devouring has the true form of a massive humanoid with the face of a leech. Once merely a demon on par with a balor, Carnebane was part of a group of demons who captured a druid of the Old Faith for their master. However, Carnebane took the time to try and learn about the Old Faith from the man, and began to suspect that greater power lied within the ancient nature magic the druid practiced. Making a deal to free the druid in exchange for the chance to learn more secrets of the Old Faith, Carnebane became an unusual student of nature magic.

The few who study the story of Carnebane do not understand why the druid trusted the demon, but many theories from magical coercion, to the druid being Avorian in disguise, or the thought the druid may have believed the demon could be redeemed have been raised. Regardless, the result is typically agreed upon- Carnebane became obsessed with the rituals of the Old Faith in regards to the practice of hunting, changing form, and shifting power from one being to another. Eventually, using blood magic according to the legends, Carnebane altered himself into a more powerful demonic form that could consume others with dark, lamprey-like tentacles and absorb their power. It is said the first creature Carnebane tried this ability on was the same druid he had saved from the Abyss.

As Carnebane grew in power, he returned to the Abyss and carved out his own domain, the Hall of Slaughter. Carnebane became obsessed with the idea of devouring the most powerful creatures in the cosmos and becoming something greater than the sum of their parts- which apparently, Yeenoghu, the Demon Lord of Hunger, saw as a threat. A great conflict grew between the two, and eventually, Carnebane, the fabled Demon of the Old Faith, was cast out from the Abyss and left to rot on the Material Plane.

The Demon Lord of Destruction did not wither though, and has begun to slowly accumulate more power. Venerated by obscure cults and blood mages, Carnebane is working patiently to spread his influence and thwart weaker fiends so that he may overthrow Yeenoghu and recreate the Hall of Slaughter.

Lair and Lair Actions

Carnebane has been exiled from the Abyss by Yeenoghu and his sadistic gnoll servants. While the Demon Lord plots to take back his place from the Gnoll Lord and reshape the Death Dells into Carnebane's Hall of Slaughter, he uses a ruined manor in Casrane, reshaped by fiendish magic into a demonic enclave, as his lair.

Lair Actions

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

  • Carnebane summons carnivorous vines from the earth. Up to five chosen creatures within a 30-foot radius sphere must make a DC 21 Strength Saving Throw or be considered grappled. Creatures who's begin their turn while grappled by these vines take 12 (4d4) piercing damage, and 14 (2d12) necrotic damage. Their maximum health is reduced by an amount equal to the necrotic damage taken, and remains reduced until the completion of a short rest. When Carnebane uses his next lair action, any creatures grappled by these vines are released a short the vines fall to the ground and slither into the earth.
  • Carnebane chooses up to three creatures he can see within his lair. They must make a DC 20 Wisdom Saving Throw or suffer the effects of the slow spell until the end of their next turn. 
  • Carnebane chooses one creature within 30 ft. of him to make a DC 23 Charisma Saving Throw or be haunted by horrific visions of bloodshed until the end of their next turn. This creature is considered frightened of Carnebane until the visions end, and takes 30 (6d8) psychic damage when they do. A creature can pass the visions along to another creature that is not Carnebane or one of his allies by hitting them with a melee weapon attack. They gain advantage on rolls to hit their allies.

Regional Effects

The region containing Carnebane's lair is corrupted by his magic, which creates one or more of the following effects:

  • The carcasses of creatures within 5 miles of the lair are magically preserved if by the gentle repose, although they are warped to look more desicated and maimed than they would otherwise be. Carnebane can tell when a humanoid creature is within 10 ft. of one these carcasses, and provided the carcass has a working mouth, he can speak with creatures through the carcass. He will normally use these opportunties 
  • Whenever a creature within 1 mile of the lair suffers a critical hit, they are overtaken by bloodlust and gain advantage on all attack roll they make their next turn. If Carnebane perceives this occurring (such as through landing a critical hit on an enemy himself) he can automatically cancel the effect, no action required.
  • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 18 Wisdom Saving Throw or descend into a madness determined by the Madness of Carnebane table. A creature that succeeds on this Saving Throw can't be affected by this regional effect again for 24 hours.

If Carnebane dies, these effects fade over the course of 1d8 days.

Monster Tags: DemonDemon Lord

RedKingRegulus

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