Medium Fiend (Devil), Lawful Evil
Armor Class 23 (obsidian flint dragon plate, shield)
Hit Points 425 (30d10 + 260)
Speed 50 ft., Fly 120 ft.
STR
27 (+8)
DEX
24 (+7)
CON
26 (+8)
INT
10 (+0)
WIS
10 (+0)
CHA
30 (+10)
Saving Throws INT +8, WIS +8, CHA +18
Skills Intimidation +18, Perception +8
Damage Resistances Cold, Fire, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft. (can see invisible creatures in that area), Passive Perception 10
Languages All, telepathy 120 ft.
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Devil's Sight. Magical darkness doesn’t impede Arkhan's darkvision.

Frigid Weapons. Arkhan's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 45 (10d8) cold damage (included in the weapon attacks below).

Hand of Vecna. The Hand of Vecna has 8 charges and regains 1d4 + 4 expended charges daily at dawn. Arkhan can cast the following spells from the hand by expending the specified number of charges (spell save DC 18): finger of death (5 charges), sleep (1 charge), slow (2 charges), and teleport (3 charges).

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

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

Innate Spellcasting. Arkhan's innate spellcasting ability is Charisma (spell save DC 17). He can cast the following spells, requiring no material components:

At will: detect evil and good, fireball, invisibility (self only), wall of fire
3/day each: blade barrier, dispel evil and good, geas

Obsidian Flint Dragon Plate. This armor gives Arkhan advantage on ability checks and saving throws made to avoid or end the grappled condition on him.

Regeneration. Arkhan regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Arkhan dies only if he starts his turn with 0 hit points and doesn’t regenerate.

Actions

Multiattack. Arkhan makes three weapon attacks. He can substitute Infernal Breath for one of these attacks.

Fane-Eater (Battleaxe). Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 28 (2d8 + 19) slashing damage, or 40 (2d10 + 19) slashing damage when used with two hands, plus 45 (10d8) cold damage. If the target is a creature and Arkhan rolls a 20 on the attack roll, the creature takes an extra 9 (2d8) necrotic damage, and Arkhan regains an amount of hit points equal to the necrotic damage dealt.

Infernal Breath (Recharge 5-6). Arkhan exhales infernal fire in a 60-foot wide cone. Each creature in that area must make a DC 21 Constitution saving throw, taking 44 (8d10) necrotic damage on a failed save and the creature is poisoned for 1 minute. While poisoned in this way, the creature can't regain the amount of hit points equal to the necrotic damage dealt. On a successful save the target takes only half as much damage. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Javelin. Ranged Weapon Attack: +16 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 15 (2d6 + 8) piercing damage, plus 4 piercing damage and 45 (10d8) cold damage if the javelin was used to make a melee attack.

Teleport. Arkhan magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.

Legendary Actions

Arkhan 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. Arkhan regains spent legendary actions at the start of its turn.

Immolating Gaze (Costs 2 Actions). Arkhan turns his magical gaze toward one creature he can see within 120 feet of him and commands it to combust. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4d10) fire damage.

Teleport. Arkhan uses his Teleport action.

Description

"I'm sorry, it was just business. Until we meet again..." – Arkhan the Cruel 

 Arkhan is a devoted follower of his queen, Tiamat. As she is imprisoned in the first layer of the Nine Hells Arkhan searches for a way to free his mistress from her misery. Luckily, a group of adventurers makes it possible for him to cast a wish freeing Tiamat in the process. However, this was recognized by Zariel who governs Avernus. In an attempt to imprison Tiamat again and to prove herself to Asmodeus, Zariel lead an attack which gained the name "Dragon's Clash". Although she fought vehemently, Zariel had to retreat to reform her troops as the Blood War needed more attention.

In the ensuing chaos of the Blood War devils, demons and dragons clashed in an allo-out battle with long-lasting consequences. Brought down by the fights, Tiamat ultimatley succumbed to the forces of demons and devils, which lead to her reforming in her lair once again imprisoned by infernal shackles. Furthermore, Zariel redeemed herself amidst the various fiends. Disappearing in a ray of celestial light Zariel leaves Avernus' throne empty. There are many successors who want to gain the right to govern the entrance to the Nine Hells: Bel, Gargauth... Instead Asmodeus calls upon Arkhan to fulfill this role.

Whatever Asmodeus' reasons may be, Arkhan excepts this offer as his appearance begins to shift. He gains wings similar to a dragons and the ability to speak with nearly as much charisma as the Lord of Nessus himself. As Tiamat once again has been imprisoned he searches for a way to free her once again, not knowing that Asmodeus puppeteers his every step to exact the very opposite. Keeping her imprisoned would mean keeping herself and Arkhan succumbs to his inner pride believing himself to be the only one who can protect Tiamat against pesky adventures and ferocious demons.

He commands his abishai warriors to expand his tower. Now a small fortress in itself, Arkhan spends his time searching for the Eye of Vecna (believing that combing both items may give him the upper hand) or training his abishai warriors. Occasionally, Arkhan leaves his tower to engage in the Blood War but does so only on Asmodeus' command.

The Trickery of Asmodeus

By transforming Arkhan into an archdevil, Asmodeus wants to keep a close eye on Tiamat. However, he originally planned to promote Bel should Zariel fail her mission as Archduchess of Avernus.

As Arkhan governs Avernus, Asmodeus uses his connections to convince Arkhan into sending an army of Tiamat's abishai against demonic hordes, ostensibly "for the queen" but really just to throw them into the meat grinder, weakening Tiamat as a rival.

Asmodeus also knows of the Hand of Vecna, guiding Arkhan towards a path of the soul trade. As the archduke he can use these souls to satisfy the necrotic energy the Hand of Vecna exudes. However, as this personal use contradicts the laws of the Nine Hells, Asmodeus can justify any means of punishments should Arkhan become too troublesome.

Asmodeus also knows of the Eye of Vecna and how to destroy both the Hand of Vecna and the Eye of Vecna. By making Arkhan find the Eye of Vecna, Asmodeus can persuade a group of adventurers to deal with the archdevil guiding them towards the Sword of Kas.

This way, Asmodeus can not only gain the upper hand in his struggle with Tiamat by usurping her most loyal follower. He also has different aces up his sleeve to deal with Arkhan in case he gets too bothersome.

Lair and Lair Actions

As his influence in Avernus grew Arkhan needed to accommodate for a equally grand mansion. A dark tower looms on the horizon of Avernus, one of many. Together they form a bastion Arkhan constructed to train abishai and house diverse tournaments. Surrounding the bastion are skulls mounted on iron spikes. Each tower's apex splits into five narrower spires that jab at the sky like clawed fingers. Circling above the towers are adult chromatic dragons and various abishai. Undead guards roam the surrounding area.

Lair Actions

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

  • Arkhan casts cloudkill at its lowest level. The effected area smells of burnt flesh as a poisonous, yellow-green fog spreads in 20-foot-radius sphere. Arkhan doesn't need to concentrate on the spell, which end on initiative count 20 of the next round. While a creature is within the area they are blinded and heavily obscured.
  • Arkhan causes an infernal stake - 5 feet tall and 1 inch in diameter - to burst form the ground at a point he can see within 100 feet of him. Any creature in the space where the spike emerges must make a DC 21 Dexterity saving throw. On a failed save, the creature takes 27 (6d8) piercing damage and 9 (2d8) necrotic damage.
  • Arkhan cast his fireball spell.

Regional Effects. The region containing Arkhan's lair is warped by her magic, which creates one or more of the following effects:

  • The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat.
  • Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise from the ground. Any creature or object that touches the flame takes 7 (2d6) fire damage, though it can take this damage no more than once per round.
  • The area within 2 miles, but no closer than 500 feet, of the lair is filled with smoke, which causes the area to be heavily obscured. The smoke can’t be cleared away.

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

Monster Tags: Devil

Lennardt

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