Large Fiend (Devil), Lawful Evil
Armor Class 20 (natural armor)
Hit Points 350 (24d10 + 218)
Speed 40 ft., Fly 80 ft.
STR
28 (+9)
DEX
16 (+3)
CON
25 (+7)
INT
23 (+6)
WIS
19 (+4)
CHA
25 (+7)
Saving Throws STR +15, DEX +9, CON +13, WIS +10
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Blinded, Charmed, Deafened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 18
Languages Infernal, Telepathy 120 ft.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Fear Aura. Any creature hostile to Aroxath that starts its turn within 25 feet of him must make a DC 21 Wisdom saving throw, unless he is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the Aroxaths's Fear Aura for the next 24 hours.

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

Magic Weapons. Aroxath's weapon attacks are magical.

Innate Spellcasting. The Aroxath's spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components:

At will: detect magic, fireball

3/day each: hold monster, wall of fire

Actions

Multiattack. Aroxath makes four attacks: one with his bite, one with his claw, one with his mace, and one with his tail. Aroxath may substitute a mace attack with his shard gauntlets.

Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.

Mace. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.

Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.

 

Legendary Actions

Aroxath has 2 Legendary Actions, both which replenish at the start of his turn. He may use a Legendary action after any other creature's turn.

Fly. Aroxath may use up to half of his total flying speed to move.

Territorial Advantage (Cost 2 Actions). Aroxath uses this home turf to his advantage, causing terrain changes such as chasms, spikes, collapsed floors, or elevated stones to sprawl across the battlefield. Range: A point that Aroxath can see within 500 feet. Any creature within a 100 foot radius of the point must make a DEX Save of DC 19 of fall prone to the warped effects of the terrain.

Description

Aroxath is a high-ranking pit fiend in the Hellion Armies. He is uniquely trained to eliminate threats and is very fond of nearly killing his opponents and then torturing them for the rest of their lives. With his special skill set and his one-of-a-kind form, he operates usually in his own territory and is sometimes contracted out by Archdevils to complete a task - his legendary tales are told amongst other pit fiends but few can say they have seen him and survived.

Monster Tags: Devil

Mason_Edwards

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