Apocalyptic Chains. The Cenobite Archfiend wields chains of cosmic energy that can bind entire groups of creatures. When it makes a chain attack, it targets all creatures in a 30-foot cone.
Ruler of Pandemonium. The Archfiend can control and shape the chaotic energies of Pandemonium, creating storms of madness and shifting terrain at will.
Pleasure Through Agony. When the Archfiend deals damage to a creature, it can choose to heal for half the damage dealt. This ability includes spells and effects.
Legendary Resistance (3/Day). If the Archfiend fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Archfiend has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The Archfiend's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
- At will: Plane Shift (self only)
- 3/day each: Dominate Monster, Power Word Stun, Teleport
Multiattack. The Cenobite Archfiend makes three chain attacks.
Chain of Torment. Melee Weapon Attack: +12 to hit, reach 10 ft., all creatures in a 30-foot cone. Hit: 2d10 + 6 slashing damage.
Chaos Storm (Recharge 5-6). The Archfiend summons a raging storm of chaotic energy. All creatures within 60 feet of the Archfiend must make a DC 18 Wisdom saving throw or take 40 (8d8) psychic damage and become stunned for 1 minute on a failed save. On a successful save, the creature takes half damage and is not stunned. The Archfiend can't use Chaos Storm again until it recharges.
The Archfiend 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 Archfiend regains spent legendary actions at the start of its turn.
Chain Attack. The Archfiend makes one chain attack.
Teleport. The Archfiend magically teleports up to 60 feet to an unoccupied space it can see.
Tormenting Gaze (Costs 2 Actions). The Archfiend targets one creature it can see within 120 feet. The target must make a DC 18 Wisdom saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Description
Before you stands an awe-inspiring and nightmarish figure, a Cenobite Archfiend whose presence is nothing short of apocalyptic. Clad in regal chainmail adorned with cosmic chains that shimmer with dark energy, the Archfiend's eyes, once human but now blazing with ungodly power, seem to tear holes in the very fabric of reality.
A nightmarish mask of intricate design obscures the Archfiend's face, its form both majestic and malevolent. Each step is a seismic event, and its voice carries the weight of the entire plane of Pandemonium. It is a ruler of chaos, a master of torment, and a harbinger of pain and pleasure in equal measure.
The Cenobite Archfiend is a force of pure malevolence, capable of shaping reality itself with its mastery over the chaotic energies of Pandemonium.
Cenobite Template:
1. Sadomasochistic Aesthetics: Cenobites should have a distinctive and eerie appearance, reflecting their obsession with pleasure through pain. This may include elaborate leather and metal outfits, body piercings, scarification, and unsettling facial features.
2. Chain Motif: Chains should be a prominent feature of Cenobite design. They may have chains integrated into their bodies, wield chains as weapons, or even have ethereal chains that manifest during combat. Chains are symbolic of their control over torment.
3. Painful Pleasure: Cenobites derive pleasure from inflicting and experiencing pain. They may have abilities that involve tormenting their victims or gaining benefits from suffering, such as temporary hit points, healing, or enhanced combat abilities.
4. Enigmatic Origins: The origins of Cenobites should be shrouded in mystery. They may be transformed mortals who willingly embraced their sadistic nature, or they could be otherworldly beings drawn from the chaotic energies of Pandemonium.
5. Lament Configuration: The Cenobites' connection to the Lament Configuration, the puzzle box that summons them, should be a recurring theme. Whether as a means of summoning them, a source of their power, or a symbol of their order, the puzzle box should be integral to their lore.
6. Chaotic Evil Alignment: All Cenobites should adhere to a chaotic evil alignment, reflecting their cruel and unpredictable nature.
7. Masters of Torment: Cenobites excel in inflicting and enduring pain. They often have abilities that involve psychological torment, fear, paralysis, or other debilitating effects on their victims.
8. Pandemonium's Influence: Cenobites should show signs of adaptation to the chaotic plane of Pandemonium, such as unpredictable behavior, resistance to madness-inducing effects, or the ability to manipulate Pandemonium's chaotic energies.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the Cenobite Archfiend takes a lair action to harness the chaotic energies of its nightmarish lair. The Cenobite Archfiend can use one of the following lair actions:
Chains of Pandemonium. The Cenobite Archfiend summons ethereal chains that writhe and lash out at creatures within its lair. Each creature of the Archfiend's choice within 60 feet of it must make a DC 18 Dexterity saving throw or take 4d6 slashing damage and become restrained by chains for 1 minute. A restrained creature can repeat the saving throw at the end of each of its turns, ending the restraint on a success. The chains vanish after 1 minute or if the Cenobite Archfiend uses this lair action again.
Shifting Realities. The Cenobite Archfiend distorts the fabric of reality within its lair, creating zones of pandemonium. The Archfiend designates a 30-foot-radius area within its lair, which becomes a zone of chaotic magic for 1 minute. While in the zone, creatures have disadvantage on Wisdom saving throws and take 1d6 psychic damage at the start of their turn. A creature can use an action to make a DC 18 Wisdom saving throw, ending the effects on itself on a success. The Archfiend can use this lair action to move the zone up to 60 feet in any direction.
Nightmare Echoes. The Cenobite Archfiend invokes the echoes of past torments within its lair. Shadows and whispers of pain and pleasure fill the lair, causing creatures to make Wisdom saving throws or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The Cenobite Archfiend can use one lair action per round, and it can't use the same lair action two rounds in a row. The lair actions have no effect outside the Archfiend's lair.
Regional Effects
The presence of the Cenobite Archfiend warps reality within its lair, creating the following regional effects:
- The lair is imbued with chaotic energies. Magic that alters terrain, such as Mold Earth or Stone Shape, doesn't function within the lair.
- The lair is under the constant effect of the Silence spell, except for the Archfiend's own voice, which can be heard clearly.
- Creatures that enter the lair have disadvantage on saving throws against fear effects, and they take 1d6 psychic damage at the start of their turns while they are frightened. This effect persists as long as the Cenobite Archfiend is within its lair.
These regional effects fade 1 hour after the Cenobite Archfiend is defeated, and the lair returns to normal over the course of a day.
When encountered on Pandemonium.
Summon Reinforcements. Once per day, as a bonus action, the Cenobite Archfiend can summon 2d4 other Cenobite Grunts to its side. These summoned grunts appear within 30 feet of the Archfiend.
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