Gargantuan Fiend (Demon), Chaotic Evil
Armor Class 25 Natural armor
Hit Points 800 (50d10 + 500)
Speed 40 ft., Burrow 30 ft.
STR
30 (+10)
DEX
22 (+6)
CON
26 (+8)
INT
22 (+6)
WIS
26 (+8)
CHA
30 (+10)
Saving Throws STR +19, DEX +15, WIS +17, CHA +19
Skills Deception +16, History +16, Perception +14, Persuasion +24
Damage Resistances Cold, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Tremorsense 200 ft., Passive Perception 24
Languages Abyssal, Common, Infernal, Telepathy 120 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (3/day). If Cromax fails a saving throw, it can choose to succeed instead.

Tunneler. Cromax can burrow through solid rock at half its burrowing speed and leaves an 8 ft. diameter in his wake.

Frightful Presence. Each creature of Cromax's choice within 120 feet of him and aware of it must succeed on a DC 25 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Cromax's Frightful Presence for the next 24 hours.

Secrets of the Damned. Cromax can choose one target within a 1000ft radius and peer into its mind, learning its deepest fears and desires. Once Cromax selects a target, it can hear its thoughts and use that knowledge to tailor its deception. The targeted creature will hear a voice that is familiar to them, speaking in a tone that they trust. This makes it incredibly difficult to resist Cromax's manipulations, and those who fall prey to its Secrets of the Damned often become pawns in its twisted schemes.

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

Magic Weapons. Cromax's weapon attacks are magical.

Innate Spellcasting. Cromax's spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: detect magic, dispel magic, detect thoughts, fire bolt, vicious mockery, acid splash, chill touch, poison spray, ray of frost

3/day each: darkness, hunger of hadar, ray of enfeeblement, confusion, wall of force

2/day each: dominate monster, invisibility, blight, force cage, ice storm, black tentacles

1/day each: circle of death, finger of death, power word stun, prismatic spray, reality break, wish

Actions

Multiattack. Cromax can use its Frightful Presence. It then makes three attacks: one with its bite and two with its spikes.

Bite. Melee Weapon Attack: +20 to hit, reach 10 ft., one creature. Hit: 35 (4d10 + 10) piercing damage and the target must succeed on a DC 25 Constitution saving throw or take an additional 14 (4d6) poison damage.

Spike. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 30 (4d8 + 10) slashing damage.

Acid Spray. Cromax can spray a stream of acid from its mandibles in a 60ft cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 55 (8d10) acid damage on a failed save, or half as much damage on a successful one. Additionally, any flammable objects in the area that aren't being worn or carried are dissolved by the acid. This action can be used once per round.

Psychic Blast (Recharge 5-6). Cromax can release a blast of psychic energy that travels 100 feet around it. Creatures inside the blast area must make a DC 25 Wisdom saving throw, taking 55 (8d10) psychic damage on a failed save, or half as much damage on a successful one. Those that fail the save are also stunned for one round.

Burrow. Cromax can burrow underground for a distance of 200 ft. to an unoccupied space it can see. It then will unearth causing the ground in an area of 50 ft to burst open. Creatures within that area must make a DC 27 Dexterity saving throw, if successful the creature is pushed back 40 ft. and takes 9 (2d8) force damage. If failed, the creature takes 18 (4d8) force damage, is pushed back 40 ft. and is forced prone.

Reactions

Chitinous Defense. When attacked with a physical weapon, Cromax can instantly sprout a protective layer of chitinous armour, granting resistance to that attack.

Chittering Fury. When an enemy deals damage to Cromax, it can use his reaction to unleash a chittering fury, causing the attacker to make a DC 25 Wisdom saving throw or become frightened of Cromax for one minute. While frightened, the creature cannot willingly move closer to Cromax and has disadvantage on all attacks against him. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Legendary Actions

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

Legendary Actions

Bite. Cromax makes one attack with its bite.

Cataclysmic Roar (Costs 1 action). The Voice of the Damned unleashes a deafening roar. Each creature within 120 feet of him and able to hear it must succeed on a DC 27 Constitution saving throw or take  55 (10d10) thunder damage and become deafened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Structures within 500 feet of Cromax that aren't being worn or carried take 22 (4d10) thunder damage.

Summon Demon (Costs 2 actions). Cromax summons one demon of CR 15 or lower. The summoned creature appears in an unoccupied space within 120 feet of it and acts immediately, rolling its own initiative.

Devouring Strike (Costs 3 actions). Cromax can use this action to make a bite attack against a creature within reach. If the bite attack hits, the target takes damage as determined by the Cromax's bite attack and must make a Dexterity saving throw with a DC equal to the fiend's bite attack DC. On a failed save, the target is swallowed whole by Cromax and takes additional damage at the start of each of Cromax's turns until they are freed. The swallowed target is blinded and restrained, has total cover against attacks and other effects outside Cromax, and takes 30 (6d8) acid damage at the start of each of the Cromax's turns. The swallowed target can attempt to escape Cromax's gullet by using their action to make a DC 20 Strength check. Alternatively, another creature can use their action to cut Cromax's gullet open and free the swallowed creature. Cromax's gullet has an AC of 25 and 200 hit points. There can only be one creature in its gullet at a time. Once its gullet is cut open he can no longer use Devouring Strike.

Voice of the Damned (Costs 3 actions). Cromax can use the knowledge he has gained from Secrets of the Damned to charm the target. The target must make a Wisdom saving throw (DC 27) to resist the effect. If the target succeeds, it only takes 18 (4d8) psychic damage but If the target fails, it takes the damage and becomes charmed by Cromax and begins to move towards it. Cromax can use an action on his next turn to control the target's actions for one minute causing them to use any physical attack or spell the target has available at any other target Cromax chooses. This effect can only be used once per target and cannot be used on creatures immune to being charmed.

Description

The One Who Lies

According to ancient texts, Cromax: the Voice of the Damned was once a terror that may have originated from the Abyssal plane. It managed to travel into the Material Plane which it roamed freely, spreading fear, death and destruction in its wake.

Eventually, a group of powerful beings of the Material Plane had enough of Cromax's terror and banded together to trap the creature. They used powerful magic to construct an intricate maze deep beneath the earth, designed to trap Cromax within its walls forever.

With immense power and struggle, the group managed to finally trap Cromax within the labyrinth. Now, its voice echoes through the tunnels, whispering promises and lies to those foolish enough to venture inside, as it waits for the day it can escape its prison and once again spread fear and destruction throughout the land.

"In the depths of its twisted labyrinth, Cromax whispers sweet lies and promises to those who dare to enter. But heed this warning: its voice is that of the damned, and those who listen risk losing not only their sanity, but their very souls."

 

The Sovereign Of The Lost

A massive, otherworldly beast with a naturally armoured body covered in sharp spines. Its long, chitinous legs move with an unsettling fluidity, propelling it across any terrain with incredible speed and agility. Its many rows of razor-sharp teeth and mandibles drip with acidic saliva, and its eyes gleam with a malevolent intelligence. The creature emits a low, ominous chittering sound as it moves, sending shivers down the spines of even the bravest adventurers.

It is driven by its own inscrutable goals, which it pursues with ruthless determination. Despite its fearsome appearance, it is capable of speaking in a melodic, almost hypnotic voice that can lull its enemies into a false sense of security. Cromax is a master of deception and manipulation, using its many legs and to move with startling speed and ferocity.

Cromax is a highly intelligent being with its own mysterious agenda. Its motives often seem inscrutable and may involve complex, long-term plans beyond the understanding of mortal minds. Some, believe him to be a servant of chaos, revelling in destruction and chaos for its own sake, potentially to enslave all worlds. However, the fiend's true motives are ultimately unknown, and it is difficult to discern them.

Lair and Lair Actions

Cromax makes his lair deep underground, where the air is thick with the stench of sulfur and the heat is almost unbearable. Its lair is a labyrinthine network of twisting tunnels and caverns that twist and turn in on themselves. The walls are covered in jagged, obsidian spikes, and molten lava flows freely from fissures in the ground. In the centre of the lair is a massive pit filled with blackened water, where Cromax can retreat to recover and heal his wounds. The cavern is also home to a group of lesser creatures, which Cromax has enslaved to serve as his minions. They scurry about, tending to its needs and guarding the entrance to its lair. The maze is illuminated by a sickly green glow emanating from deep within, casting everything in an eerie, otherworldly light. 

On initiative count 20 (losing initiative ties), Cromax can take a lair action to cause one of the following effects:

  • Swarm of Centipedes: The ground in a 20-foot radius centred on the Cromax becomes difficult terrain, and becomes infested with swarms of centipedes. Any creature that enters or starts its turn in the area must make a D11 Dexterity saving throw or takes 7 (2d6) piercing damage.
  • The chaotic energy of the lair empowers Cromax, causing him to gain an additional legendary action each turn.
  • The lair itself is a twisted and shifting labyrinth, making it difficult for creatures to find their way out. Any creature that enters the lair must make a successful DC 20 Intelligence (Investigation) check to avoid becoming lost. Additionally, any creature that starts its turn in the lair must make a successful DC 15 Wisdom saving throw or take 11 (2d10) psychic damage from the maddening, ever-changing walls.
  • Corrosive Slime: Cromax spits a ball of corrosive slime at a target within 60 feet. The target must make a DC 23 Dexterity saving throw or take 33 (6d10) acid damage and become covered in a corrosive slime that deals an additional 11 (2d10) acid damage per turn until removed with a successful DC 20 Dexterity (Acrobatics) check.
  • The ground trembles with Cromax's movements, causing all creatures within 1 mile to be under the effect of the earthquake spell. The duration of this effect is up to the DM's discretion but could last for several minutes or even hours.

 

Regional Effects:

The region containing Cromax's labyrinth is warped by his presence, which creates one or more of the following effects:

  • All water sources within 1 mile of the maze become brackish and polluted, and any creature that drinks from them must make a DC 15 Constitution saving throw or contract a disease.
  • The maze is surrounded by an eerie mist that obscures vision and makes it difficult to breathe. Creatures within 1 mile of the maze have disadvantage on Wisdom (Perception) checks and Constitution saving throws.
  • Cromax can communicate telepathically with any creature within 1 mile of his lair and can see through the eyes of any centipede within the same radius.
  • The air is thick with an aura of chaos, causing all spells cast within 1 mile to have a 25% chance of failing (this includes spells cast by Cromax itself).

If Cromax dies, these effects fade over the course of 2 hours.

Previous Versions

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Monster Tags: Demon LordmonstrosityPsionic

Habitat: MountainUnderdark

garethhanson1

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