Medium Swarm of Large elementals, Typically Chaotic Evil
Armor Class 30 Natural armor
Hit Points 999 (999d20)
Speed
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Damage Vulnerabilities Cold
Damage Resistances Piercing; All
Damage Immunities Fire, Lightning, Necrotic, Thunder
Condition Immunities Unconscious
Senses Passive Perception 30
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Actions

Multiattack. Bob makes two attacks: one with its bite and one with its tail.

 

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (3d12 + 15) piercing damage plus 3 (2d10) fire damage.

 

Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (3d12 + 10) bludgeoning damage plus 3 (2d10) fire damage.

Frightful Presence. Each creature of Bob's choice that is within 240 feet of Bob and aware of him must succeed on a DC 20 Wisdom saving throw or become frightened for 3 minutes.

Bonus Actions

Misty Step : Bob can teleport to a place within 200 feet

Shapechange : Bob can transform into any creature he wants

Mass Polymorph : Bob can transform a creature into a beast he wants (duration 1 hour)

Time Stop : Bob can stop the time 

True Resurrection: Bob can bring back to life a creature 

Legendary Actions

Fire breath : Bob exhales fire in a 90-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Speed :  40 ft. , Swim : 40 ft.

Immunites : Almost All 

Senses : Darkvision 150 ft. , Truesight : 120 ft , Telepathy : 200 ft.

 

 

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: DevilDemon LordElemental

Habitat: ForestMountainUnderdarkUnderwater

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