Gargantuan Fiend (Devil, Orc), Any Alignment
Armor Class 15 Natural Armor
Hit Points 126 (12d10 + 12)
Speed 50 ft., Fly 60 ft., Swim 50 ft.
STR
23 (+6)
DEX
17 (+3)
CON
21 (+5)
INT
15 (+2)
WIS
12 (+1)
CHA
20 (+5)
Skills Deception +14, Insight +6, Intimidation +7, Perception +19, Persuasion +14, Stealth +19
Damage Resistances Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Blindsight 60ft, Darkvision 120ft, Passive Perception 17
Languages Abyssal, Common, Infernal, Orc, Telepathy 60ft
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Keen Hearing and Smell. The Monster has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.

Shapechanger. The fiend can use its action to polymorph into a Small or Medium humanoid,or into a Large wolf-humanoid hybrid or into a Large wolf, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Keen Smell. has advantage on Wisdom (Perception) checks that rely on smell.

Aggressive. As a bonus action, it can move up to its speed toward a hostile creature that it can see.

Blood Frenzy. it has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Hold Breath. it can hold its breath for 30 minutes.

Pack Tactics. it  has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

 

Actions

Multiattack. It makes Four attacks: 

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d8 + 1d6 + 3) slashing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d10 + 14) piercing damage.and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained,If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with werewolf lycanthropy.

Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Charm. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.
The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.Action Ranged Attack.

Etherealness. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa

Bonus Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d10 + 14) piercing damage.and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained,If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with werewolf lycanthropy and The target must make a DC 15 Constitution saving throw against this magic, (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

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.

shrakhutner

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