Gargantuan Fiend (Demon, Devil), Typically Neutral Evil
Armor Class 20 Natural Armor
Hit Points 570 (40d20 + 150)
Speed 15 ft., The Massive Demon slithers across the ground , climb 15 ft. Yo'ushiard's slug-like lower body can stick to vertical or upside down surfaces
STR
22 (+6)
DEX
2 (-4)
CON
30 (+10)
INT
18 (+4)
WIS
4 (-3)
CHA
1 (-5)
Saving Throws STR +15, CON +19
Skills Intimidation +14
Damage Vulnerabilities Radiant, Slashing
Damage Resistances Lightning
Damage Immunities Necrotic, Thunder
Condition Immunities Charmed, Deafened, Frightened, Invisible, Poisoned
Senses Darkvision, Tremorsense, Passive Perception 8
Languages Abyssal This Demon is from the abyss, Common, Infernal
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Power Nap  Yo'ushiard retreats into his sluggish body and regains 20 d20 + 75 hit points, but this takes 2 turns and Yorshiard is prone during his powernap. He can use this move 2 times per long rest.

Soul Drink Yo'ushiard consumes dead souls that he stores in his slug body, the next time he makes an attack with necrotic damage he has a guaranteed critical hit. (Consumes 1 soul taken using the Soul Steal action, souls reset on short rests, and during Power Nap)

Blood Enemies Yo'ushiard has advantage on attack rolls and saving throws against anyone with celestial blood.

Actions

Tail Flourish.  Yo'ushiard must attempt a DC 17 dexterity saving throw, if Yo'ushiard succeeds he can do Tail Whip and Slime Shot in 1 action at advantage. If Yo'ushiard fails he must attempt one of either Tail Whip or Slime Shot at disadvantage, the one he chooses not to have disadvantage on will be a normal attack.

Tail Whip. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 28 (4d8 + 10) [bludgeoning] damage.  

Slime Shot. Ranged Weapon Attack:  +10 to hit, range 50/200 ft., 1 target Hit: 26 (4d10 + 4)Yo'ushiard shoots a hardened bullet of slimey acid from the tip of his tail, 

Soul Steal. Ranged Weapon Attack:   RangedWeapon Attack: +8 to hit, range 60/300 ft., 1 target. Hit: 15 (2d12 + 8) [necrotic] damage. Yo'ushiard sucks soul energy from any victim within sight, he gains 1 soul to use with his trait Soul Drink.

 

Reactions

Soul Leech. When Yo'ushiard is hit with a melee attack to his tail, the attacker must make a DC 13 constitution saving throw, on a fail, the attacker has leeches festooned upon him/her/them (the amount of leeches is equal to the difference between the number rolled on the saving throw and the DC) the leeches each do 1d10 + 8 necrotic damage at the start of each of the attacker's turn, the attacker can take a action or bonus action to remove 2 leeches. (if the attacker is wearing Metal armor, the leeches dont take hold).

Legendary Actions

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

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Attack. (Costs 1 Action) Yo'ushiard makes an attack

Slither. (Costs 1 Action) Yo'ushiard moves up to half his walking speed.

Leech Cannon. (Costs 3 actions) Yo'ushiard shoots the leeches from his Soul Leech in a 60 foot sphere around him, everyone within that sphere must make a DC 18 Dexterity saving throw or have 3 leeches festooned upon them. The rules for the leeches' damage and how to take them off is the same as in Soul Leech

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

Yo'ushiard is around 40 ft. long and 15 ft. tall, his lowe body is that of a massive slug, with a size of 10 ft. in circumference at the larges point. Yo'ushiard's upper body is that of a humungous frog, it is dark brown speckled with cloudy white spots. Yo'ushiard's head is that of a dragon, but is seems squashed flat. Yo'ushiard's whole body (except his head) is covered in a thick gooey slime.

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: DemonDemon Lordfiend

Habitat: MountainUnderdark

MR8700

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