Large Fiend (Demon), Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 150 (18d10 + 60)
Speed 40 ft., Fly 40 ft.
STR
18 (+4)
DEX
20 (+5)
CON
20 (+5)
INT
18 (+4)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws STR +10, CON +11, WIS +9, CHA +11
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Poison
Condition Immunities Poisoned
Senses Truesight 120 ft., Passive Perception 13
Languages Abyssal, Telepathy 120 ft. Common
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Magic Resistance. The Allmother has an advantage on saving throws against spells and other magical effects.

Magic Weapons. The Allmother's weapon attacks are magical.

Reactive. The Allmother can take one reaction on every turn in combat.

Mad Queen. The Allmother has an advantage on maddened targets. 

 

Actions

Multiattack. The Allmother makes seven attacks: six with its longswords and one with its tail.

Longsword of Frenzy. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) fire damage. 

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the Allmother can automatically hit the target with its tail, and the Allmother can't make tail attacks against other targets.

Apocalypse (Requires one action and uses legendary actions) - The Allmother raises her hands to the sky as the moon glows brightly. A wave of madness sweeps the land. Everyone must make a reverse Int ST of 17 or be inflicted with Madness for 3 turns. Everyone can repeat ST at the end of each of their turns. 

Chaos Bolt. The Allmother shoots a beam of madness at an enemy. Ranged Weapon Attack; +10 to hit, reach 120 feet, one target, Hit 12 (4d4 + 4) Madness damage. On a hit, the player makes a reverse Int ST of 15 or becomes inflicted with madness. 

Reactions

Parry. The Allmother adds 5 to its AC against one melee attack that is not adamantium that would hit it. To do so, the Allmother must see the attacker and be wielding a melee weapon.

Legendary Actions

The Allmother 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. The vampire regains spent legendary actions at the start of every other turn.

Teleport. The Allmother magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Flame of Frenzy. The Allmother fires a Chaos Bolt at a random enemy. 

Longsword. The Allmother can attack with one longsword attack

Monster Tags: Demon

tonyrago6

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