Large Fiend, Chaotic Evil
Armor Class 27
Hit Points 300 (10d20 + 150)
Speed
STR
20 (+5)
DEX
16 (+3)
CON
30 (+10)
INT
29 (+9)
WIS
21 (+5)
CHA
24 (+7)
Damage Resistances Damage of the type matching the animated breath's form (acid, cold, fire, lightning, or poison)
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Paralyzed
Senses Passive Perception 25
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Spellcasting. Vance is a 30th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 24, +10 to hit with spell attacks).

Cantrips (at will): chill touch, mind sliver, ray of frost, shocking grasp, toll the dead

1st level (at will): mage armor, magic missile, shield, Tasha's hideous laughter

2nd level (at will): darkness, hold person, mirror image, misty step

3rd level (at will): blink, counterspell, dispel magic, fireball, sleet storm

4th level (at will): blight, dimension door, fire shield, greater invisibility, Otiluke's resilient sphere, polymorph

5th level (4 slots): Bigby's hand, dominate person, mislead, wall of force

6th level (4 slots): chain lightning, disintegrate, Otto's irresistible dance, globe of invulnerability, mass suggestion

7th level (3 slots): forcecage, plane shift, prismatic spray, simulacrum

8th level (3 slots): antimagic field, feeblemind, maze, power word stun

9th level (3 slots): foresight, meteor swarm, power word kill, prismatic wall, true polymorph, wish

Actions

Multicast. Vance casts two spells.

Almighty Axe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:  (4d12 + 6) piercing damage plus 9 (2d8) fire damage. If the target is a creature, it must make a DC 20 Constitution saving throw. On a failed save, the target also takes necrotic damage equal to the piercing damage done.

Sick Riff. Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (6d6) psychic damage. The target must succeed a DC 20 constitution saving throw or be charmed for 1 minute. The target can retry the saving throw at the begining of their turn

Change Size. Vance magically changes his size, choosing between Tiny, Small, Medium, Large, Huge, and Gargantuan. His statistics remain the same. Any equipment he is wearing or carrying transforms with him.

Bonus Actions

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

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Vance 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. Vance regains spent legendary actions at the start of its turn.

Attack (Costs 2 Actions). Vance makes an attack with Afterthought.

Cantrip. Vance casts a cantrip.

Cast At-Will Spell (Costs 2 Actions). Vance casts one of his at-will spells.

Cast a Spell (Costs 3 Actions). Vance casts a spell he has prepared, expending a spell slot as normal.

Change Form. Vance uses his Change Shape or Change Size action.

Disrupt Life (Costs 3 Actions). Each living creature within 20 feet of Vance must make a DC 25 Constitution saving throw against this magic, taking 70 (20d6) necrotic damage on a failed save, or half as much damage on a successful one.

Frightening Gaze (Costs 2 Actions). Vance fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 22 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to Vance’s Frightening gaze for the next 24 hours.

Positive Energy Repellent (Costs 2 Actions). Vance magically targets a creature within 120 feet of him that he can see. The target cannot regain hit points until the end of Vance’s next turn unless the target uses a Damned Core

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

Vance was once a general in the Feywild's army. After seeing the wanton destruction that came from both sides of the war, he decided to descend into the nine hells and become a demon lord. From there, Vance has been traveling across all of the planes of existence, touring his concert and collecting souls into his army.

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.

Pat_is_pham

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