Large Humanoid, Lawful Evil
Armor Class 25 Natural Armor
Hit Points 450 (75d12)
Speed 80 ft., Climb 40 ft.
STR
25 (+7)
DEX
30 (+10)
CON
30 (+10)
INT
18 (+4)
WIS
20 (+5)
CHA
12 (+1)
Saving Throws DEX +19, CON +19
Skills Stealth +15
Damage Immunities Bludgeoning, Fire, Piercing, Slashing
Condition Immunities Charmed, Poisoned
Senses Truesight, Passive Perception 20
Languages Celestial, Common, Goblin, Infernal
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

The Final Kill: Every time Angor Rot kills something they cannot make a death saving throw

The Sun: Angor-Rot Turns to stone in Non-Magical sunlight

Quick Hands: Every time a ranged weapon shoots at him, he has a 75 percent chance to catch it (dc6).

Spellcasting: Angor Rot is a 9th-level spellcaster. Its spellcasting ability is Dexterity (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name] 
1st level (# slots): [spell name], [spell name] 

Actions

The Skathe-Hrün: A Dark Magic portal staff letting him summon portal to up to 600ft away

Creepers Sun Dagger: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 30 (7d8 + 4) Poison damage. When somethin is attacked by this dagger, it must make a dc2 Con saving throw, on a failed save it is turned to stone.

Action Ranged Attack. RangedWeapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.

Bonus Actions

As a Bonus action, Angor-Rot can burry or throw a stone doll into something and make a 7ft tall golem of whatever he put it in. Each golem can either try to smash an opponent (4d6 damage type of whatever it is made out of) or use a ranged attack of  up to 60ft range of whatever the Golem is made out of(4d6 damage type of whatever it is made out of).

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

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

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

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

Enter a general description for your monster here.

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.

xmusicbombx

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