Medium Fiend (Devil), Chaotic Evil
Armor Class 21 (natural armor)
Hit Points 580 (40d10 + 360)
Speed 50 ft., Fly 150 ft.
STR
27 (+8)
DEX
24 (+7)
CON
28 (+9)
INT
26 (+8)
WIS
27 (+8)
CHA
30 (+10)
Saving Throws INT +16, WIS +16, CHA +18
Skills Deception +18, Perception +16
Damage Vulnerabilities Radiant
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 120 ft., Truesight 30 feet, Passive Perception 26
Languages all, telepathy 120 ft.
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Devil's Sight. Magical darkness doesn’t impede An’ahrkee, the Bloodlord's darkvision.

Innate Spellcasting. An’ahrkee, the Bloodlord's innate spellcasting ability is Charisma (spell save DC 26). He can innately cast the following spells, requiring no material components:

At will: power word stun, power word pain, fireball, greater invisibility (self only), wall of fire

3/day each: blade barrier, command, banishment, counterspell, bestow curse

Legendary Resistance (3/Day). If An’ahrkee, the Bloodlord fails a saving throw, he can choose to succeed instead.

Magic Resistance. An’ahrkee, the Bloodlord has advantage on saving throws against spells and other magical effects.

Regeneration. An’ahrkee, the Bloodlord regains 40 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. An’ahrkee, the Bloodlord dies only if he starts his turn with 0 hit points and doesn’t regenerate.

Actions

Multiattack. An’ahrkee, the Bloodlord attacks four times with Executioner and can cast one spell attack. He can substitute The World Decaying for one of these attacks.

Executioner. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (4d10 + 8) slashing damage, or 19 (4d12 + 8) slashing damage if used with two hands, plus 36 (8d8) necrotic damage.

The World Decaying (Recharge 6). Any and all creatures within 120 feet of An’ahrkee, the Bloodlord must succeed on a DC 26 Constitution saving throw or take 44 (8d10) necrotic damage and be paralyzed. A creature that fails this saving throw 3 times dies.

Teleport. An’ahrkee, the Bloodlord magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.

Bonus Actions

The True and NEO Chaos (Recharge 6). An’ahrkee, the Bloodlord summons a swarm of thousands of small Chaos Blades in a swirling maelstrom around him in a 30ft radius centered on him. Any creature within 30 feet of An’ahrkee, the Bloodlord must succeed on a DC 26 Dexterity saving throw or take 28 (4d10 + 8) slashing damage and10 (2d10) fire damage, or half as much on a successful save.

Chaos Shrapnel (only if The True and NEO Chaos was used the turn before). An'ahrkee, the Bloodlord can disperse the maelstrom around him by launching them in a 120 ft line, any creature in the line of fire must succeed on a DC 26 Dexterity saving throw or take 28 (4d10 + 8) slashing damage and 10 (2d10) fire damage, or half as much on a successful save.

Legendary Actions

An’ahrkee, the Bloodlord 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. An’ahrkee, the Bloodlord regains spent legendary actions at the start of her turn.

Maddening Gaze (Costs 2 Actions). An’ahrkee, the Bloodlord turns his magical gaze toward one creature he can see within 120 feet of him and commands it to laugh. The target must succeed on a DC 26 Wisdom saving throw or take 11 (2d10) psychic damage and is incapacitated until the end of its next turn, doubled over in gut wrenching laughter.

Teleport. An’ahrkee, the Bloodlord uses his Teleport action.

Description

An’ahrkee, the Bloodlord, is an ancient being that's persisted since the hells began filling with mortal souls. An’ahrkee, the Bloodlord rules over the assassins guild known as the Bloodied Blade. Historically, An'ahrkee was a god of death and decay who fell and became a greater devil due to his kinship to Chaos, Comic of Spring. Having stolen a weapon known as the Chaos Blade from Moradin, the god of the dwarves, to give to his brother, thus getting him cast away by the gods of law and order.

Previous Versions

Name Date Modified Views Adds Version Actions
2/16/2023 3:08:39 PM
25
2
--
Coming Soon

Monster Tags: Devilfiend

LapisGuildmaster

Comments

Posts Quoted:
Reply
Clear All Quotes