Large Fiend (Demon), Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 200 (16d10 + 112)
Speed 30 ft., Fly 60 ft.
STR
27 (+8)
DEX
15 (+2)
CON
25 (+7)
INT
23 (+6)
WIS
19 (+4)
CHA
25 (+7)
Saving Throws DEX +9, CON +14, WIS +11
Skills Intimidation +14, Perception +11
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 21
Languages all, telepathy 120 ft.
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Abyssal Despair. Each creature within 15 feet of Xarthok that isn’t a demon makes saving throws with disadvantage.

Innate Spellcasting. Xarthok’s innate spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells, requiring no material components:

At will: detect thoughts, fear, bane, dominate person, invisibility (self only), vampiric touch, suggestion, confusion

3/day: counterspell

1/day each: mental prison, power word pain

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

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

Magic Weapons. Xarthok’s weapon attacks are magical.

Regeneration. Xarthok regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Xarthok dies only if he starts his turn with 0 hit points and cannot regenerate. 

Actions

Multiattack. Xarthok makes four attacks: one with his fire brand, one with his chain whip, and two claw attacks.

Fire Brand. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage. The target must succeed on a DC 22 Wisdom saving throw or become frightened as they are wreathed in dark red, spectral flames. While frightened in this way, the target can’t regain hit points, and it takes 10 (3d6) fire damage at the start of each of its turns. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.  The spectral flames cannot be extinguished in any way, but disappear once the target is no longer frightened.

Chain Whip. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.

Teleport.   Xarthok magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.

Reactions

Cower Before Me (Recharge 5–6). In response to taking damage, Xarthok unleashes a dreadful bellow of laughter. Each creature within 30 feet of him that isn’t a demon must succeed on a DC 22 Constitution saving throw, taking 54 (12d8) necrotic damage and being knocked prone on a failure or half as much damage and remaining upright on a success.

Legendary Actions

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

Attack. Xarthok attacks once with either his fire brand or chain whip.

Wave of Agony (Costs 2 Actions). Xarthok unleases a necrotic wave in a 20-foot radius. All other creatures in that area must each make a DC 22 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.

Teleport. Xarthok uses his Teleport action.

Description

Immortal Fiend.   Xarthok's death is not permanent unless it occurs within his lair in the Abyss.  If his death occurs in another location or on another plane, Xarthok reappears in his lair within 24 hours and he cannot leave his layer of the Abyss for 100 years.

Lair and Lair Actions

Xarthok's lair is on the central platform, named Thuz'gollag, of a vast prison layer deep in the Abyss called the Infinte Despair.  Countless prison cells and twisting halls surround a miles-wide stone platform suspended in the center from massive chains stretched taut to the walls in all directions, in a mind-bending hollow and inescapable sphere.  Strewn with all manner of bondage contraptions, torture devices, and cruel implements, this endless bloody nightmare is under the watchful eyes of numerous Hezrous, Glabrezu and Balguras.

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

Imprison. Xarthok casts forcecage, affecting any space on the prison's central platform.  The effect ends on the next initiative count 20.  Charisma is Xarthok's spellcasting ability for this spell.

Pain. Xarthok instantly casts circle of death at 7th level, affecting any space on the prison's central platform.  Xarthok is immune to the damage created by this spell.  Charisma is Xarthok's spellcasting ability for this spell.

Bind.  Xarthok can choose up to six creatures he can see within 300 ft.  These creatures must succeed on a DC 22 Strength saving throw or their movement is reduced to 0 feet as they are wrapped in spectral chains.  Airborne creatures affected by this action safely descend to the ground and are held there.  This effect ends on the next initiative count 20.

Monster Tags: Demon Lordfiend

Xamak

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