Huge Aberration, Any Alignment
Armor Class 16 Natural armor
Hit Points 250 (20d12 + 75)
Speed 25 ft.
STR
22 (+6)
DEX
8 (-1)
CON
19 (+4)
INT
13 (+1)
WIS
9 (-1)
CHA
20 (+5)
Saving Throws STR +10, CON +8, CHA +9
Condition Immunities Charmed
Senses Darkvision 120 ft., Passive Perception 12
Languages Any languages known prior to transformation
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

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

Absorb Magic. When targeted and hit by a damage-dealing spell, the arcane overfiend makes a DC14 Constitution Saving Throw. On a fail, the overfiend takes the damage from the spell as normal. On a success, the overfiend regains half as many hit points as the spell would deal in damage. This can exceed the overfiend's standard maximum hit points.

Magical Adaptation. When the overfiend is hit with a spell that deals more than 25 damage, it becomes completely immune to the specific type of damage caused by that spell until the end of the attacker's next turn.

Innate Spellcasting. The arcane overfiend's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect magic, dispel magic, barkskin, detect thoughts, invisibility, darkness, counterspell, chaos bolt, inflict wounds, lightning bolt, telekinesis 
5/day: arcane hand, mirror image, confusion, fire shield, phantasmal killer
1/day: contagion, dominate person

All spells cast by the arcane overfiend are cast as if they are 5th level spells.

Actions

Multiattack. The arcane overfiend can make three attacks: one with a pound, one with an arcane smash, and one with an obliterate.

Consume Magic. The arcane overfiend makes eye contact with a target it can see and attempts to siphon the target's magic. The target must make a DC18 check using their spellcasting ability. If they fail, the target expends one of their lowest level spell slots instantly, and the arcane overfiend heals a number of hit points relative to the spell slot expended (1d12 x the level of spell slot expended). If the target has no available spell slots to expend, they instead take 10d12 psychic damage and the arcane overfiend heals a number of hit points equal to the damage dealt. 

Call Fiend. The arcane overfiend lets out a horrible, rattling roar that attracts all arcane fiends that can hear it to the overfiend's location. Because of the magical nature of the wail, the fiends that hear it know exactly where the overfiend is and the quickest route to them.

Call Thrall. The arcane overfiend lets out a horrible, magical wail that attracts all arcane thralls that can hear it to the fiend's location. Because of the magical nature of the wail, the thralls that hear it know exactly where the overfiend is and the quickest route to them.

Pound. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: (5d6) bludgeoning damage. 

Arcane Smash. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: (5d6) force damage. Target must make a Charisma Saving Throw against the arcane overfiend's DC (17), or be stunned until the end of the overfiend's next turn.

Obliterate. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: (3d6) force damage and (3d6) bludgeoning damage. Target must make a DC16 Strength Saving Throw or be knocked prone.

Reactions

Pustulate. After taking damage, the arcane overfiend can create a pustule on its body. The next time the overfiend it hit, the pustule explodes. As the pustule explodes, all creatures within 5 feet of the overfiend must make a DC14 Dexterity Saving Throw or take 3d6 Acid damage.

Legendary Actions

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

Rampage. The overfiend makes two pound attacks against each enemy within 10 feet of it.

Return Spell (Costs 2 Actions). The overfiend casts the last spell that was cast against it and dealt damage, replicating the spell perfectly and casting it as if it were a 5th level spell.

Gorge (Costs 3 Actions). The overfiend gorges on an enemy's magical energy, forcing them to expend two of their lowest available spell slots and regaining health similar to using Consume Magic twice.

Description

 

When arcane fiends gather enough power and force their control over enough thralls and other fiends, they can become an overfiend. Arcane overfiends are enormous in both size and power, and their command over fiends and thralls cannot be contested.

Overfiends are even larger than fiends, growing a third arm out of its waist and opening several glowing violet eyes across its body. Overfiends are the most powerful of their kind, unable to lethally gorge themselves on magical energy. 

Overfiends do not hunt, instead, they create a lair in the largest cavern with the most latent magic it can find, trusting its most powerful fiends and their thralls to defend it as it gorges on the magical energy and continues to grow in power. 

Overfiend lairs drain the magic from the surrounding area as the creature gorges itself. Other supernatural things occur around an overfiend lair, including troubling dreams, hallucinations, and illusions.

Overfiends rarely coexist, as there is rarely an instance of more than one existing at once. When they do, overfiends find and tightly control their own territory, sending their subordinates to fight the other for them until they can eventually take control of the other's territory.

Overfiends are very powerful creatures, and like the fiends and thralls below them, their blood is insanely valuable, as well as their flesh and internal organs. The heart of an overfiend is a very powerful crafting reagent.

Lair and Lair Actions

An arcane overfiend lives in deep in the earth, in large caverns that are sources of immense magical energy. This could be an abandoned magical forge, a rift between planes, or a vault of magical items.

Lair Actions

On initiative count 20 (losing initiative ties), the arcane overfiend takes a lair action to cause one of the following effects; the arcane overfiend can’t use the same effect two rounds in a row:

  • The air of the cavern thrums with chaotic energy. Anyone who casts a spell for the duration of the round (including the overfiend) must make a roll on the wild magic table.
  • The air of the cavern becomes deathly still, and all creatures (including the overfiend) must make a DC15 check with their spellcasting ability before casting a spell. If they fail the check, the spell is not cast.
  • The cavern begins detonating. A detonation occurs on three random creatures at 3 random initiative counts. The target must make a DC20 Dexterity Saving Throw or take 6d10 Force Damage.
  • The air of the cavern shifts. Roll 2d10 separately for damage types (1=Acid, 2=Cold, 3=Fire, 4=Force, 5=Lightning, 6=Nectrotic, 7=Poison, 8=Psychic, 9=Radiant, 10=Thunder). All creatures except the overfiend become resistant to the damage of the first roll, and the overfiend becomes vulnerable to that damage. All creatures except the overfiend become vulnerable to the damage of the second roll, and the overfiend becomes immune to that damage. If a creature becomes resistant to a damage type that they are already resistant to, they instead become immune. If the two rolls are equal, all creatures take 5d10 damage of that type.

Regional Effects

The region containing an arcane overfiend's lair is suffused with raw magical energy, which creates one or more of the following effects:

  • All creatures within 5 miles regain their spell slots on a short rest, and can attune to magical items immediately.
  • All arcane thralls and arcane fiends within 5 miles of the lair take orders telepathically from the overfiend and will defend it from intruders.
  • All creatures within 5 miles of the lair that cast spells are subject to the rules of Wild Magic while they are within 5 miles, meaning they must roll after each spell of first level or higher to determine whether or not a surge occurs.

If the arcane overfiend dies, these effects fade over the course of 7 days.

The_Guild

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