Medium Fiend, Chaotic Evil
Armor Class 22 Natural Armor
Hit Points 200 (20d8 + 100)
Speed 40 ft., Fly 80 ft. (Hover)
STR
14 (+2)
DEX
22 (+6)
CON
20 (+5)
INT
18 (+4)
WIS
16 (+3)
CHA
24 (+7)
Saving Throws DEX +13, CON +12, CHA +14
Skills Deception +14, Insight +10, Perception +10
Damage Immunities Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft, Truesight 60 ft, Passive Perception 20
Languages Abyssal, Common, Infernal, Telepathy 120 ft
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Cursed Presence (Aura). The Arai's presence amplifies negative emotions within a 60-foot radius. All creatures within this radius have disadvantage on saving throws against the Arai's abilities, and they take psychic damage equal to the Arai's Charisma modifier (5) at the start of their turn if they are hostile to the Arai.

Evasion (Legendary). The Arai can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When the Arai makes a Dexterity saving throw to take half damage from a spell or effect that deals damage on a successful save, it instead takes no damage on a successful save and half damage on a failed one.

Undying Malevolence (Recharge 5-6). If the Arai is reduced to 0 hit points and would be killed by a critical hit, radiant damage, or magical bludgeoning, piercing, or slashing damage, it can use this ability to return to life with 1 hit point at the start of its next turn. Once it uses this ability, it cannot use it again until it recharges, which requires a roll of 5 or 6 on a d6 at the start of its turn. When the Arai returns to life, it immediately casts one of its curses (Curse of Shadows, Curse of Regret, Curse of Discord, Curse of Vengeance, or Curse of Despair) on the creature that dealt the critical hit, radiant damage, or magical bludgeoning, piercing, or slashing damage. The curse is chosen randomly.

Innate Spellcasting. The Arai's spellcasting ability is Charisma (spell save DC 22). It can innately cast the following spells, requiring no material components:

  • At will: Charm Person, Minor Illusion, Counterspell
  • 3/day each: Bestow Curse, Fear, Greater Invisibility
  • 1/day: Geas, Power Word Stun

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

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

 

Actions

Multiattack. The Arai makes three Cursed Touch attacks.

Cursed Touch. Melee Spell Attack: +14 to hit, reach 5 ft., one target. On a hit the target takes 25 (3d10 + 7) necrotic damage. On a natural 20 (critical hit), the target must make a DC 22 Charisma saving throw. On a failed save, the target suffers a permanent reduction of 2 points in one of their physical stats (Strength, Dexterity, or Constitution). This reduction cannot reduce the target's stat below 3. Additionally, if the target fails the Charisma saving throw, they cannot cast spells or use cantrips for 1 minute. They can repeat the saving throw at the end of each of their turns to end this effect.

Curses. The Arai uses its action to inflict a curse on the target it can see. Each curse can be dispelled by a remove curse spell, greater restoration, wish, and other spells that can remove curses or effects of third level or greater. The Arai can have up to three curses at once.

  • Curse of Shadows. The Arai targets one creature it can see within 120 feet of it. The target must make a DC 22 Charisma saving throw. On a failed save, the target is enveloped in darkness, becoming invisible to others. They also suffer from paranoia and isolation, granting them disadvantage on Wisdom saving throws and Wisdom (Perception) checks. Additionally, while invisible, they have vulnerability to psychic damage. The curse lasts for 1 minute or until dispelled.
  • Curse of Regret. The Arai targets one creature it can see within 120 feet of it. The target must make a DC 22 Charisma saving throw. On a failed save, the target is overwhelmed by memories of past mistakes and regrets. They have disadvantage on all Intelligence, Wisdom, and Charisma ability checks and saving throws. Additionally, they take psychic damage equal to their level at the start of each of their turns. The curse lasts for 1 minute or until dispelled.
  • Curse of Discord. The Arai targets a group of creatures within 10 feet of each other it can see within 120 feet of it. Each affected creature must make a DC 22 Charisma saving throw. On a failed save, the curse causes severe conflict and strife among the group, sowing distrust and turning allies against each other. Affected creatures are compelled to attack their allies verbally or physically, and they have disadvantage on Wisdom and Charisma saving throws. Additionally, they take psychic damage equal to their level at the start of each of their turns. The curse lasts for 1 minute or until dispelled.
  • Curse of Vengeance. The Arai targets one creature it can see within 120 feet of it. The target must make a DC 22 Charisma saving throw. On a failed save, the target becomes consumed by an insatiable desire for revenge. They have advantage on attack rolls against creatures they perceive as enemies, but they also suffer a penalty to their AC and saving throws equal to the number of rounds since the curse was applied (maximum penalty equal to their level). Additionally, they take psychic damage equal to their level at the start of each of their turns. The curse lasts for 1 minute or until dispelled.
  • Curse of Despair. The Arai targets one creature it can see within 120 feet of it. The target must make a DC 22 Charisma saving throw. On a failed save, the target is plunged into profound despair, sapping their willpower and motivation. They have disadvantage on all attack rolls, saving throws, and ability checks. Additionally, they take psychic damage equal to their level at the start of each of their turns. The curse lasts for 1 minute or until dispelled.
Reactions

Cursed Reaction. When the Arai takes damage from an attack or a spell, it can use its reaction to cast one of its curses (Curse of Shadows, Curse of Regret, Curse of Discord, Curse of Vengeance, or Curse of Despair) on the creature that damaged it. The curse is chosen randomly.

Legendary Actions

Legendary Actions: The Arai 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 Arai regains spent legendary actions at the start of its turn.

Cursed Touch. The Arai makes one Cursed Touch attack.

Cursed Retaliation (Costs 2 Actions). The Arai targets a creature that has dealt damage to it since the start of its last turn. The target must make a DC 22 Charisma saving throw. On a failed save, the target suffers the effect of one of the Arai's curses (Curse of Shadows, Curse of Regret, Curse of Discord, Curse of Vengeance, or Curse of Despair), chosen randomly.

Shadow Step (Costs 2 Actions). The Arai magically teleports to an unoccupied space it can see within 60 feet. This movement doesn't provoke opportunity attacks.

 

Description

This malevolent fiend possesses a pallid and unnaturally lithe figure, standing at around 6 feet in height. Its skin is a sickly gray hue, seeming to leech color from its surroundings. Its eyes burn with an eerie crimson light that pierces the depths of one's soul, while long, shadowy wings unfurl from its back, creating a haunting silhouette.

bruneorbattlehammer9

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