Gargantuan Fiend (Demon), Chaotic Evil
Armor Class 23
Hit Points 382 (24d20 + 130)
Speed 40 ft.
STR
28 (+9)
DEX
20 (+5)
CON
22 (+6)
INT
20 (+5)
WIS
15 (+2)
CHA
14 (+2)
Saving Throws STR +15, DEX +11, CON +12
Damage Vulnerabilities Radiant
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning, Poison
Condition Immunities Invisible, Paralyzed, Poisoned, Stunned
Senses Truesight 150 ft., Passive Perception 14
Languages Abyssal, Telepathy 100 ft.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Electric Aura. At the start of each of the Charged Beast's turns, any creatures within 5 feet of it takes 10 (3d6) lightning damage. A creature that toughes the balor or hits it with a melee attack within 5 feet of it also takes 10 (3d6) lightning damage.

Legendary Resistance (5/Day). If the Charged Beast fails a saving throw, it can choose to succeed instead.

Spellcasting. The Charged Beast's spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The Charged Beast can innately cast the following spells, requiring no casting components:

at will: detect magic, dispel magic, lightning bolt, phantasmal force

2/day each: chain lightning, call lightning

Magic Resistance. The Charged Beast has advantage on saving throws against spells and other magical effects

Actions

Multiattack. The Charged beast makes three attacks: two with its claws or quills and one with its bite.

Bite. Melee Weapon Attack: +14 to hit, Reach 10 ft., one target. Hit: 27(4d8+9) piercing damage and 25 (3d8+10) lightning damage.

Claws. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 25 (4d8 + 7) slashing damage plus 25 (3d8+10) lightning damage.

Quills. Ranged Weapon Attack: +14 to hit, range 100/350 ft., one target. Hit: 25 (3d8+10) piercing damage plus 25 (3d8+10) lightning damage.

Decaying Breath. The charged Beast exhales a necrotic poison in a 30 ft. cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) necrotic damage on a failed save, or half as much damage on a successful one. If a creature is reduced to 0 hit points by this damage their body instantly rots and dies.

Legendary Actions

The Charged Beast can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.

Claws Attack. The Charged Beast makes a claws attack.

Quill Attack. The Charged Beast makes a quill attack.

Move. The Charged Beast moves up to 25 ft.

Lightning Bolt (Costs 2 Actions). The Charged Beast Casts Lightning Bolt.

Description

A giant black wolf with the back end of a serpent. The creature has a force of electricity constantly surrounding it

Littlemarmar

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