Medium Humanoid (Demon), Lawful Evil
Armor Class 16 Magical Armor
Hit Points 100 (13d12 + 128)
Speed 30 ft.
STR
2 (-4)
DEX
10 (+0)
CON
18 (+4)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws DEX +6, CON +10, CHA +16
Skills Athletics +11, Perception +6
Damage Immunities Fire
Senses Passive Perception 18
Languages Abyssal, Common, Giant Demonic
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Actions

 

Dark Arrow: Release a giant arrow of darkness, capable of knocking down the strongest of dragons. Deal 1d20 piercing damage

Dark Stray: Release several dark projectiles in the vicinity around you. Whoever wants to get close to you must succeed a dexterity saving throw of 14+, upon fail, they take 1d8 magic damage, but can keep on walking. 

Demonic Push: Release a wave of darkness, reaching as far as 100ft. All targets within this range must make a constitution saving throw of 14+. If they fail, they receive 1d12 of dark damage, and get pushed 60ft back. If successful, they take half as much damage, but do not get pushed back.

Demonic Blast:  Charge up the might of your darkness within your catalyst, and with that emit a powerful ray of pure dark reaching as far as 150ft with a 15ft radius. All targets within this blast must succeed both a constitution saving throw and a dexterity saving throw of 16+. If successful, they receive 1d12 magic damage and 1d12 bludgeoning damage, if fail, they receive 1d20 magic damage and 1d20 bludgeoning damage. Targets that fail the saving throw are also staggered. 

Great Demon Blade: Release a sword slash made out of darkness, reaching 10 ft. Targets who get hit receive a 1d20 slashing damage +1d8 dark damage.

Life Drain: Throw a soul spear towards an enemy. If the enemy fails to evade, deal 1d20 magic damage. Absorb the damage dealt to the enemy.

Corruption: Release a hand made out of darkness towards a target. The target must succeed on an intelligence saving throw. If target fails, then you can command him to attack one of his companions on the next turn.

Light Snatch: Drain all lights in the vincinity, making the room dark as the void. In this state, all dark magic gains an extra 1d6 of damage. 

Destructive Darkness: Evoke a massive meteorite of pure dark magic that is linked to your very soul. You must succeed an intelligence check of 16+ to successfully cast this spell. Call forth the power of darkness and those you have killed with it, and rain 5 meteorites, each with a 15ft radius that deal 2d20 each. You cannot attack for the next 3 turns after casting this spell.

Magic Beam: Emit a beam of light, dealing 1d12 damage.

Magic Lightning: Summon a blue lighting from above, dealing 1d20 magic damage. 

Chain Projectiles: Launch 3 magic arrows towards an enemy, each dealing 1d8. Each arrow that succeeds damaging an enemy later launches itself towards another target. 

Magic Wall: Summon forth a magic wall that shields you.

Chaotic Absorption: Conjure a magic ward that absorbs all magic damage thrown at you. You absorb half of that damage and feed your soul, regaining lost health.

Banish: All creatures that have been summoned or revived are thrown back into the gutter unless its caster succeeds on an intelligence saving throw of 16+.

Conjuration Steal: Corrupt the mind of creatures called to fight by your enemies. If their caster fails an intelligence saving throw of 15+, then those creatures now serve you.

Description

The last of the Pyromancers of the Desert Lands

Habitat: MountainUnderdark

RazorRex64

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