Large Fiend (Demon, Devil), Any Evil Alignment
Armor Class 19 (plate)
Hit Points 303 (36d12 + 69)
Speed 30 ft., Fly 45 ft.
STR
22 (+6)
DEX
22 (+6)
CON
18 (+4)
INT
28 (+9)
WIS
24 (+7)
CHA
30 (+10)
Saving Throws INT +15, WIS +13, CHA +16
Skills Deception +13, Intimidation +13, Perception +13, Persuasion +13
Damage Resistances Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered, Damage from Spells
Damage Immunities Fire, Necrotic
Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Paralyzed
Senses Truesight 120 ft., Passive Perception 23
Languages all, telepathy 120 ft.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Innate Spellcasting. Arzothon’s innate spellcasting ability is Charisma (spell save DC 20, +13 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp

1st level (4 slots): detect magic, identify, mage armor, magic missilehellish rebukeshield

2nd level (4 slots): detect thoughts, mirror image, misty stepshatterscorching raydarkness

3rd level (4 slots): counterspell, lightning boltvampiric touchthunder stepmelf's minute meteorshunger of hadarfireballerupting earthdispel magic

4th level (3 slots): banishment, fire shield, stoneskinwall of firevitriolic sphereshadow of moilraulothim's psychic lancegreater invisibilitygiant insectevard's black tentaclesblight

5th level (3 slots): cone of cold, scrying, wall of forcenegative energy floodmisleadmaelstrominsect plagueimmolationfar step*, enervationdominate persondestructive wavedanse macabrecontagioncloudkill

6th level (3 slots): globe of invulnerabilitysummon fiendsoul cagescatterprogrammed illusion*, otto's irresistible dancemass suggestionflesh to stonechain lightning

7th level (2 slots): teleportreverse gravityresurrectionpower word painplane shiftfire storm

8th level (2 slots): mind blank*, power word stunmaddening darknessearthquakedominate monsterantimagic field

9th level (1 slot): weird

*Arzothon casts these spells on himself before combat.

Legendary Resistance (3/Day). If Arzothon fails a saving throw, he can choose to succeed instead.

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

Magic Weapons. Arzothon's weapon attacks are magical.

Magical Mind. Arzothon can hold concentration on three spells at once.

Regeneration. Arzothon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Arzothon dies only if he starts his turn with 0 hit points and doesn’t regenerate.

Actions

Multiattack. Arzothon makes two attacks, either two with his sword, or one with his sword and any other attack.

Flame Wreathed Flamberge. Melee Weapon Attack: +13 to hit, reach 15 ft., hits any creature in 15 ft. semi-circle in front of Arzothon. Hit: 16 (2d6 + 7) slashing damage plus 13 (2d8) fire damage.

Grasp of Death. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Target must roll DC 20 CON saving throw, success results in half damage. Hit: (5d6) necrotic damage.

Ray of Fire. Melee Weapon Attack: +13 to hit, reach 120 ft. in straight line from Arzothon, targets within 5 ft. of line will be hit. Targets must roll DC 20 DEX saving throw, success results in half damage. Hit: (3d6) fire damage.

Fall through the Fire (Recharge 5–6). Arzothon gazes into the eyes of one creature. The target must succeed on a DC 22 Wisdom saving throw or be frightened until the start of the creature’s next turn and take (5d8) psychic damage, or half as much on a success, as they see the Nine Hells and all of the layers of the Abyss flash in their mind through Arzothon's eyes.

 

Legendary Actions

Arzothon 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. Arzothon regains spent legendary actions at the start of his turn.

Attack. Arzothon attacks once with his Curved Great Sword or Ray of Fire.

Chaos Incarnate (Costs 2 actions). Arzothon causes chaotic magic to well up in a spellcaster he can see, the target must succeed on the DC 22 Wisdom saving throw or roll once on the wild magic surge table.

Shadow Step. Arzothon teleports to a location he can see within 60 ft.

Summon Fiend (Costs 2 actions). Arzothon summons one CR 4 or lower fiend in an unoccupied space that he can see.

Description

Arzothon is a 9 foot tall humanoid fiend. He has large, jagged horns protruding from his forehead. He has sharp facial features and long black hair. His skin is an ashen shade of gray and his eyes burn bright orange with streaks of red like the fires of the underworld. He wears black, scaled armor with sharp spikes on his shoulders, elbows, and knees. He wields a large Flamberge that is wreathed with flamed.

Arzothon was the offspring of a demon and a devil. He was an outcast in both the Abyss and the Nine Hells. He has grown from the hatred and betrayal he has endured and now he seeks to rule the Material Plane.

Previous Versions

Name Date Modified Views Adds Version Actions
12/18/2023 4:55:54 PM
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Monster Tags: DevilDemonDemon Lordfiend

MacaroniMan

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