Armor Class 15 18 with mage armor
Hit Points 255 (30d10 + 120)
Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
19 (+4)
INT
12 (+1)
WIS
15 (+2)
CHA
26 (+8)
Saving Throws DEX +12, WIS +10, CHA +16
Skills Arcana +9, Deception +16, Performance +16, Persuasion +16, Religion +9
Damage Immunities Fire, Lightning, Thunder
Senses Darkvision 120, Passive Perception 12
Languages Abyssal, Common, Infernal
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Devil's Sight. Magical darkness doesn't impede the archwarlock's darkvision.

High Voltage. If the archwarlock scores a critical hit against a creature, the target is thunderstruck (3d6) for 1 minute.

If You Want Blood (You've Got It). When the archwarlock reduces a creature to 0 hit points, it can immediately make an attack with the Bass of the Nine Hells.

Legendary Resistance (3/Day). If the archwarlock fails a saving throw, it can choose to succeed instead.

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

Ride On. While the archwarlock rides it, the band's mascot has a flying speed of 120 feet and can hover.

Spellcasting. The Archwarlock Of The Fiend is a 7th-level spellcaster. Its spellcasting ability is Charisma

Spellcasting. The warlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 26):

At will: alter self, mage armor (self only), mage hand, minor illusion, prestidigitation

1/day each: banishment, plane shift, suggestion

Actions

Multiattack. The archwarlock makes three attacks with the Bass of the Nine Hells.

Bass of the Nine Hells. Melee or Ranged Weapon Attack: +16 to hit, reach 5 ft. or range 120 ft., one target, Hit: 19 (4d6 + 5) bludgeoning damage plus 21 (6d6) thunder damage.

Live Wire. Blue lightning expands in a 30-foot-radius sphere centered on a point within 120 feet of the warlock. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, a target takes 32 (6d10) lighting damage and is thunderstruck (3d6) for 1 minute. On a successful save, a target takes half as much damage and isn't thunderstruck.

Reactions

Fiendish Fulmination. In response to being damaged by a visible creature within 60 feet of it, the archwarlock forces that creature to make a DC 26 Dexterity saving throw. On a failed save, the target and any other hostile creatures within 10 feet of it take 22 (4d10) lightning damage.

Legendary Actions

The archwarlock 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 archwarlock regains spent legendary actions at the start of its turn.

Phelegethon

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