Medium Humanoid (Tiefling), Typically Neutral Evil
Armor Class 19 Natural armor
Hit Points 260 (13d20)
Speed 40 ft.
STR
20 (+5)
DEX
18 (+4)
CON
16 (+3)
INT
16 (+3)
WIS
16 (+3)
CHA
15 (+2)
Saving Throws STR +11
Skills Arcana +15, Deception +16, Intimidation +16
Damage Vulnerabilities Cold
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Psychic
Condition Immunities Charmed, Frightened, Petrified, Stunned
Senses Darkvision, Passive Perception 14
Languages Common, Draconic, Infernal, Telepathy
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Pit Fiend. Arkus Malchar can turn into a Pit Fiend using an action.

Spellcasting. Arkus is a 9-level spellcaster. Its spellcasting ability is Strength (spell save DC 18, +13 to hit with spell attacks). Arkus has following Wizard spells prepared:
Cantrips (at will): Create Bonfire,  Fire Bolt, Control Flames, Dancing Lights, Mold Earth
1st level (4 slots): Burning Hands, Magic Missile, Unseen Servant, Disguise Self

2nd Level (3 slots): Aganazzar's Scorcher, Continual Flame, Scorching Ray

3rd Level (3 slots): Fireball, Melf's Minute Meteors, Flame Arrows

4th Level (3 slots): Fire Shield, Wall of Fire, Polymorph

5th Level (3 slots): Immolation, Telekinesis, Animate Objects

6th Level (2 slots): Investiture of Flame, Sunbeam, Mass Suggestion

7th Level (2 slots): Delayed Blast Fireball, Prismatic Spray

8th Level (1 slot): Power Word Stun

9th Level (1 slot): Meteor Swarm

Actions

Pit Fiend. Arkus Malchar can turn into a Pit Fiend.

Fire Sword. Melee Weapon Attack: +13 to hit, reach 10 ft., 1 target. Hit:  (2d20 +5) fire damage. 

Flame Bow. Ranged Weapon Attack: +13 to hit, range 100/150 ft., 1 target. Hit: (2d20 + 3d6) fire/piercing damage.

Reactions

Opportunity Attack. Arkus can make an opportunity attack when a hostile creature that he can see moves out of his reach. To make the opportunity attack, he uses his reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves his reach.

Legendary Actions

Arkus can take 3 legendary actions/Day, 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. 

Fire Sword. Arkus makes a Fire Sword attack.

Flame Bow. Arkus makes a Flame Bow attack.

Pit Fiend. Arkus transforms into a Pit Fiend

Mythic Actions

Arkus can take 1 mythic action/Day.

Meteor Swarm. Arkus uses the spell Meteor Swarm without expending a spell slot.

Power Word Stun. Arkus uses the spell Power Word Stun without expending a spell slot.

Description

Tiefling Evocation Wizard

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.

Monster Tags: Shapechangerfiendhumanoid

Habitat: Desert

TheCRDJ4LIFE

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