Huge Fiend (Demon), Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 464 (32d12 + 256)
Speed 50 ft., Fly 120 ft.
STR
29 (+9)
DEX
18 (+4)
CON
26 (+8)
INT
20 (+5)
WIS
17 (+3)
CHA
25 (+7)
Saving Throws DEX +12, CON +16, WIS +11, CHA +15
Skills Insight +11, Perception +19
Damage Resistances Cold, Fire, Lightning
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing that is Nonmagical
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 29
Languages All, Telepathy 120 ft.
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

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

Magic Resistance. Wan'Ye has advantage on saving throws against spells and other magical effects.

Bat Signal. Wan'Ye has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.

Actions

Multiattack. Wan'Ye makes three attacks. Bite, Claw, Great Sword 

Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 28 (3d12 + 9) piercing damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw, or its hit point maximum is reduced by an amount equal to half the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 28 (3d12 + 9) slashing damage. 

Great Sword (Leh'Car) . Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 28 (5d12 + 9) Slashing damage. If the target creature is reduced to 0 hit points Wan'Ye gains the total number of hit points of the creature in temporary hit points

 
Stunning strike
Focused Aim (Special)

When you miss with an attack roll, you can spend 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.

Ki Points (Special)

You can spend Ki Points to fuel ki features. You have 20 points 

Ki-Fueled Attack (Special)

If you spend 3 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.

Sneak Attack (Special)

Once per turn, you can deal an extra 4d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Stunning Strike (Special)

When you hit with a melee weapon attack, you can spend 1 ki point to make the target stunned until the end of your next turn if it fails a CON saving throw (DC 18).

 

 

Spellcasting. Wan'Ye casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):

3/day each: dispel magic, fear, telekinesis

1/day each: feeblemind, project image

Bonus Actions
Cunning Action

You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Flurry of Blows

After you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Shadow Step

When you are in dim light or darkness, as a bonus action you can teleport up to 60 ft. to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Steady Aim

As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Step of the Wind

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Reactions
Deflect Missiles

You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 +18. If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon) with a range of 20/60.

 
Slow Fall

You can use your reaction when you fall to reduce any falling damage you take by 70.

Legendary Actions

Wan'Ye 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. Wan'Ye regains spent legendary actions at the start of his turn.

Swarm of Bats(2 Actions):The creature magically transforms into a swarm of bats, moves up to 60 feet, and reverts to its normal form. While in bat swarm form, the creature is immune to all damage, and it can’t be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the creature remains in its possession.

The Grappling Hook (2 Actions):The creature uses its Paralyzing Touch: Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) Necrotic damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bat Claw(1 Action): The creature makes one unarmed claw strike.

 

Description

Demon Lord of Shadows and Vengence, 

Wan'Ye is the embodiment of the aspects of his realm. Consumed by vengeance for his dead parents and having consumed the heart  and absorbed the abyssal domain of Yeenoghu he transformed.

The demon lord is a meld of different forms. He has a humanoid body and clawed hands and sharp bat-like teeth; stiff leathery wings sprout from the shoulders of his gaunt torso. His head is much like that of a bat with pale lifeless eyes.

 A vicious bite and unforgiving claws make this demon lord more than formidable, but he also wields his shadow blade great sword Leh'Car that can literally keep the Demon Lord alive indefinitely with every victory.

The oval  bat in flight sign of Wan'ye's cult drives those who are driven by vengeance and seek the shadows

Lair and Lair Actions

Wan'Ye's Lair

Wan'Ye's realm the 422nd layer of the Abyss, centers around the shadow city of Thom'Artha. Nothing more than dim light can penetrate the shadowy vail that cloaks this hellscape.

Wan'Ye is the embodiment of the aspects of his realm. 

Lair Actions

On initiative count 20 (losing initiative ties), Wan'Ye can take one of the following lair actions; he can’t take the same lair action two rounds in a row:

Darkness. Wan'Ye casts the darkness spell four times, targeting different areas with the spell. Wan'Ye doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round.

Vengeance Foresight. Wan'Ye glimpses the future, he has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.

 

 

Crahn1974