Large Fiend (Demon), Chaotic Evil
Armor Class 16
Hit Points 115 (11d10 + 44)
Speed 30 ft.
STR
21 (+5)
DEX
14 (+2)
CON
18 (+4)
INT
14 (+2)
WIS
12 (+1)
CHA
17 (+3)
Saving Throws DEX +6, CON +8, WIS +5
Skills Intimidation +6, Perception +4
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 120ft, Passive Perception 14
Languages Abyssal, Common
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Innate Spellcasting:

Zarkathis' innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

 

At-will:

Darkness

Detect Magic

 

3/day:

Fear

Ray of Enfeeblement

 

1/day:

Blight

Actions

Multiattack: Zarkathis makes two attacks with his corrupting greatsword.

 

Corrupting Greatsword:

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 7 (2d6) necrotic damage.

 

Horrific Wail (Recharge 5-6):

Zarkathis releases a bone-chilling wail. Each creature within 20 feet of Zarkathis must succeed on a DC 14 Wisdom saving throw or be 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 Zarkathis' Horrific Wail for the next 24 hours.

Reactions

Legendary Resistance (3/day):

If Zarkathis fails a saving throw, he can choose to succeed instead.

Legendary Actions

Zarkathis 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. Zarkathis regains spent legendary actions at the start of his turn.

 

Corrupting Slash:

Zarkathis makes a corrupting greatsword attack.

 

Teleport (Costs 2 Actions):

Zarkathis magically teleports up to 60 feet to an unoccupied space he can see.

 

Draining Aura (Costs 3 Actions):

Zarkathis activates an aura of dark energy within a 10-foot radius centered on him for 1 round. Each creature that starts its turn within the aura or enters it for the first time on its turn must make a DC 14 Constitution saving throw. On a failed save, the creature takes 7 (2d6) necrotic damage and Zarkathis regains hit points equal to the damage dealt. On a successful save, the creature takes half damage and Zarkathis doesn't regain hit points.

Description

Zarkathis the Defiler is a menacing, powerful fiend with a twisted, muscular form. His ebony skin is covered in jagged, crimson spikes that seem to pulse with malevolent energy. His face is dominated by a set of razor-sharp teeth, capable of tearing through the toughest armor, and his eyes burn with an unholy red glow. Zarkathis wields a massive, serrated greatsword, imbued with dark energies that corrupt and drain the life from those it strikes.

The fiend is known for his cunning and sadistic nature, delighting in the pain and suffering he inflicts on others. He is drawn to places of darkness and despair, seeking to spread chaos and destruction wherever he goes.

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: Demon Lord

Blacknight3022

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