Huge Fiend (Demon), Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 299 (26d12 + 130)
Speed 35 ft., Fly 75 ft.
STR
21 (+5)
DEX
14 (+2)
CON
21 (+5)
INT
17 (+3)
WIS
17 (+3)
CHA
22 (+6)
Saving Throws DEX +8, CON +11, WIS +9
Skills Arcana +6, Deception +17, Perception +9, Persuasion +14, Stealth +8
Damage Vulnerabilities Radiant
Damage Resistances Acid, Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Necrotic, Poison
Condition Immunities Charmed, Poisoned
Senses Darkvision 140 ft., Truesight 30 ft., Passive Perception 14
Languages Abyssal, Infernal, Telepathy 200 ft.
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Darxktheolith Tag. The Arkrulxtheo has the "(darxktheolith)" creature subtype, which acts the same way it would affect a creature than any other creature subtype.

Abyssal Void Resistance. The Arkrulxtheo has advantage on saving throws against being stunned, knocked prone, frightened and incapacitated.

Legendary Resistance (1/Day). If the Arkrulxtheo fails a saving throw, it can choose to succeed instead.

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

Magic Weapons. The arkrulxtheo's weapon attacks are considered magical.

Fiendish Sight. Magical darkness only halves the arkrulxtheo's darkvision instead of completely impeding it.

Bane of Bravery. As long as any creature can see the Arkrulxtheo, they have disadvantage on saving throws against being frightened or charmed.

Minor Flyby. Opportunity attacks made against the Arkrulxtheo when it flies out of an enemy's reach are made with disadvantage.

Corrupting Spells. Whenever the Arkrulxtheo has advantage on spell attack rolls for spells that deal psychic, necrotic, or force damage, and hostile creatures have disadvantage on saving throws against spells that the Arkrulxtheo casts that deal any one of those damage types.

Actions

Multiattack. The arkrulxtheo may use its Glorifying Presence or casts one of its at-will spells. It then makes three attacks: one with its bite or tail and two with its claws or mace.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage + 10 (3d6) necrotic, poison, or fire damage (arkrulxtheo's choice) and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute.

Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage + 7 (2d6) necrotic damage and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute.

Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

Mace. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage + 9 (2d8) necrotic damage.

Glorifying Presence. The arkrulxtheo releases a prismatic burst of darkness and light that makes it glow with the fire of a celestial royal with immense beauty. Each creature within 90 feet of the arkrulxtheo when it does this must succeed on a DC 19 Charisma saving throw or be stunned until the start of the arkrulxtheo's next turn. At the start of each of the stunned creature's turns, it can choose to repeat the save but with disadvantage, ending the effect on itself with a successful save.

Abyssal Wings (Recharge 3-6). The arkrulxtheo flaps its gigantic wings while enchanting them with abyssal hellfire. Each creature within 15 feet of it must make a DC 18 Dexterity saving throw, taking 12 (2d6 + 5) bludgeoning damage + 7 (2d6) fire damage + 6 (1d12) necrotic damage and be knocked prone on a failure, or half as much damage and no other effects on a success. The arkrulxtheo may then fly up to 1/4 of its flying speed.

Spellcasting. The arkrulxtheo's spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The arkrulxtheo can innately cast the following spells, requiring no material components:

At will: detect magic, lightning bolt, scorching ray (as 3rd level, can deal fire, force, or necrotic damage), darkness, arcane eye

2/day each: scrying, power word rend

2/day: feeblemind

Change Shape. The arkrulxtheo magically polymorphs into a humanoid, beast, or monstrosity that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (arkrulxtheo's choice). In a new form, the arkrulxtheo retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Bonus Actions

Minor Foretelling (1/Hour). The arkrulxtheo briefly glimpses into the future while creating a quick meditative aura of abyssal magic around it. This gives it advantage on attack rolls and ability checks, and gives creatures hostile to it disadvantage on attack rolls and saving throws, until the end of its next turn.

Ignite. The arkrulxtheo uses pyromancy to cause a cloud of condensed air that it can see within 120 feet of it (such as the cloud created by a [spell]fog cloud[spell] spell). When the cloud ignites, each creature in its area must make a DC 18 Dexterity saving throw, taking 9 (2d8) fire damage and be burning on a failed save, or half as much damage and no other effects on a success. While a creature is burning, all fire damage it takes is increased by 1 and it takes 2 (1d4) fire damage at the start of each of its turns. The burning creature can end the condition by dousing itself with at least 1/10 of a gallon of water.

Reactions

Dim Light (Recharge 4-6). In response to a cleric, paladin, or ranger spell that restores hit points or deals radiant damage being cast by a creature who is hostile to the Arkrulxtheo, the arkrulxtheo automatically halves the amount of hit points healed or amount of radiant damage dealt if the damaging spell is aimed at it.

Description

Darxktheoliths are incredibly powerful fiends are what the people of MTG consider normal demons, but they are something else entirely. They live in the Howling Void, a blackened realm beneath the normal 666 layers of the Abyss, where the Darxktheoliths lurk in semi-spiritual forms. However, once these creatures are summoned to another plane of existence that isn’t the Abyss, they take on a fully physical form and do whatever the hell they want. Just like demons and devils that are the result of mainly humanoid souls being condemned to the depths of the Abyss or Nine Hells, darxktheoliths are the result of certain souls being transformed. More specifically, when a semi-immortal being (such as a celestial, certain monstrosities, extremely long-lived undead like a lich, or a long-lived dragon) finally dies that is extremely chaotically evil, its soul heads to be transferred to one of the Lower Planes. While most of these souls end up in other Lower Planes and become empowered fiends or something similar, those that end up in the deepest depths of the Abyss have their souls slowly and entirely consumed by the all-invading darkness, plunging the soul into madness and transforming them into a being of pure evil, aka a darxktheolith. Darxktheoliths have no interest in the matters of the Blood War or of any other planar conflict. Instead, they simply observe the ensuing chaos as entertainment for themselves when they get bored, and due to their status as being higher in power than pretty much all other fiends, they tend to influence the war in more ways than one. 

A mighty fiend of its kind, arkrulxtheos are enormous greater darxktheoliths that stand 16 feet tall with a roughly 34 foot wingspan, are embodiments of greed and envy, as they seek to constantly uphold any thing that dares to rival them. When summoned to the Material Plane, they often begin insidious plots that can last for days to even months, in order to sway the populace of whatever area it was summoned in its favor. If this is successful, the arkrulxtheo will then secretly replace the top dog of what ever organization or group is leading the area, take its form, and then rue over the area with a manipulative iron fist. Over time, the arkrulxtheo will slowly make the area in which it rules over become more and more depraved, and more and more cut off from the outside world. Then, once its kingdom becomes horribly crippled by numerous factors, the fiend unleashes its true nature across the range of its kingdom, forcing portals to the most treacherous and hideous layers of the Lower Planes. This allows swarms of monstrous fiends to assault the kingdom and do what ever they please with the original inhabitants, plunging those semi-innocent, corrupted souls into the Lower Planes to be damned for all eternity. These fiends love to be flattered and absolutely despise it when somebody decides to show them disrespect. Due to their harsh power over the minds of those they rule over, those that disrespect them have their mind, body, and even soul feasted upon like a starving tiger to a freshly killed deer. arkrulxtheos, despite the lies they sow, care little to none about economic or political power, but only about souls. These fiends are masters at the process of manipulation and corruption, and they can barely hide their exuberance when they succeed in reducing a once confident and heroic figure into a pathetic, exhausted failure of itself. As treasure arkrulxtheos will often capture the souls of those they have corrupted and destroyed with the most glee that they had in their lightless hearts, and keep them in barely organized so-called collections that they hide portions of across numerous locations. In appearance, they look exactly like the Archdemon of Paliano Magic: The Gathering card.

Dragonekillax2

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