Huge Fiend (Demon), Any Evil Alignment
Armor Class 18 Natural Armor
Hit Points 380 (20d20 + 180)
Speed 40 ft., Fly 80 ft.
STR
28 (+9)
DEX
14 (+2)
CON
24 (+7)
INT
22 (+6)
WIS
20 (+5)
CHA
26 (+8)
Saving Throws DEX +9, WIS +12, CHA +15
Skills Perception +18
Damage Vulnerabilities Radiant
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Truesight (120 ft), Passive Perception 20
Languages All (Telepathy 120 ft)
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Aura of Despair. Any creature that starts its turn within 30 feet of the archfiend must succeed on a DC 21 Wisdom saving throw or be affected by despair for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature affected by this despair is paralyzed and has disadvantage on attack rolls and ability checks.

Innate Spellcasting. The archfiend’s spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). The archfiend can innately cast the following spells, requiring no material components:

At will: detect evil and good, detect magic, fly, see invisibility

3/day each: darkness, dispel magic, fireball, lightning bolt, wall of fire

1/day each: cone of cold, dominate person, plane shift, sunburst, wish

Actions

Multiattack. The archfiend makes three attacks: one with its bite, one with its claws, and one with its tail.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (2d10 + 9) piercing damage.

Claws. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 9) bludgeoning damage.

Frightful Presence. Each creature of the archfiend’s choice that is within 120 feet of the archfiend and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the archfiend’s Frightful Presence for the next 24 hours.

Legendary Actions

The archfiend 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. The archfiend regains spent legendary actions at the start of its turn.

Claw. The archfiend makes one claw attack.

Teleport. The archfiend teleports up to 120 feet to an unoccupied space it can see.

Wing Attack (Costs 2 Actions). The archfiend beats its wings. Each creature within 10 feet of the archfiend must succeed on a DC 21 Dexterity saving throw or take 17 (2d6 + 9) slashing damage and be knocked prone. The archfiend can then fly up to half its flying speed.

Description

This fiend hides deep in the desert ruins of Ifnir, far away from civilization. Not many people travel to Ifnir and those that do are not likely to return. For this reason not much is known about Ifnir other than there is evil there that does not rest.

Monster Tags: Demon Lord

Habitat: Desert

PizzaManOfDoom

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