Gargantuan Fiend (Demon), Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 407 (22d20 + 176)
Speed 40 ft., Burrow 40 ft., Fly 80 ft., Swim 40 ft.
STR
30 (+10)
DEX
10 (+0)
CON
26 (+8)
INT
23 (+6)
WIS
18 (+4)
CHA
24 (+7)
Saving Throws DEX +8, CON +16, WIS +12
Skills Arcana +14, Intimidation +15, Perception +20, Stealth +8
Damage Immunities Acid, Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 30
Languages All, Telepathy 120 ft.
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

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

Magic-Resistant Scales. Chromaticus has advantage on saving throws against spells and other magical effects, and any creature that makes a spell attack against Chromaticus has disadvantage on the attack roll.

Magic Weapons. Chromaticus’ weapon attacks are magical.

Actions

Multiattack. Chromaticus makes one Bite attack and two Claw attacks. He also uses his Frightful Presence.

Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (2d12) damage of a type of Chromaticus' choosing: acid, cold, fire, lightning, or poison.

Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of Chromaticus’ choice within 120 feet of him and aware of him must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Chromaticus’ Frightful Presence for the next 24 hours.

Chromatic Breath (Recharge 5-6). Chromaticus exhales chromatic energy in a 100-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw. On a failed save, the creature takes 55 (10d10) damage of a type of Chromaticus' choosing: acid, cold, fire, lightning, or poison. On a successful save, the creature takes half as much damage.

Spellcasting. Chromaticus casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):

At will: command, detect magic, dispel magic

1/day each: disintegrate, dominate monster, telekinesis, teleport, wall of force

Bonus Actions

Change Shape. Chromaticus transforms into any Humanoid or Beast, while retaining his game statistics (other than his size). This transformation ends if Chromaticus is reduced to 0 hit points or if he uses a bonus action to end it.

Legendary Actions

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

Tail. Chromaticus makes one Tail attack.

Cast a Spell (Costs 2 Actions). Chromaticus uses Spellcasting.

Wing Attack (Costs 2 Actions). Chromaticus beats his wings. Each creature within 15 feet of Chromaticus must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Chromaticus can then fly up to half his flying speed.

Description

Chromaticus, the formidable sovereign of draconic dominion, embodies the essence of evil dragons and the chaotic, untamed energies of chromatic magic. His reign is a relentless tyranny, where opposition is swiftly crushed or subjugated without mercy. Overlord of dragonkind, Chromaticus revels in the subjugation and corruption of those who dare defy him, delighting in the transformation of noble-hearted dragons into malevolent beasts driven by bloodlust.

In his twisted perception, dragons stand as the pinnacle of perfection and dominance, entitled to rule over all lesser beings across the realms. With a perverse joy, he seeks to spread draconic supremacy to every corner of existence, with himself perched upon the throne as the ultimate master.

Born of Tiamat, the deity of Dragonkind, Chromaticus stands as one of her most exceptional progeny. Born from rare experiments where Tiamat infused a single dragon with the essence of all five chromatic energies, Chromaticus displayed from youth an insatiable thirst for conquest and dominion. Initially, his ambitions were to appease his mother, but as centuries passed, his aspirations swelled, transcending mere filial duty to encompass a voracious hunger for universal domination.

Upon discovering the Abyss and its unholy denizens, Chromaticus found a new obsession, drawn to the dark secrets and boundless power lurking within its depths. Immersing himself in the forbidden knowledge of the abyss, he mastered its darkest magics, ultimately binding his draconic essence to the demonic fabric of the realm. Emerging as a monstrous fusion of dragon and demon, Chromaticus swiftly rose to become one of the mightiest demon lords, his dominion expanding across vast swathes of the abyss.

For dragons, Chromaticus is both feared and revered, akin to a god of malevolence. While some bow before him out of terror, seeking only to avoid his wrath, others worship him with fervent devotion. His hold over dragonkind is absolute, maintained through coercion and domination, where only the most loyal are granted the semblance of free will. Those unfortunate enough to incur his displeasure are ensnared as thralls, forced to serve his every whim without question.

Chromaticus commands legions of dragons under his sway, their collective power, wealth, and intellect bent to his will. Only the most ancient and formidable of dragons, or the avatars of draconic deities themselves, possess the strength to rival his might. In the grand tapestry of existence, Chromaticus stands as a dark colossus, his shadow looming large over the realms of dragons and demons alike.

Lair and Lair Actions

Chromaticus’ Lair

Atop the loftiest peak of Berathados, Chromaticus, the demonic lord of dragons, has carved his domain amidst the abyssal mountains. This realm resonates with the primal energies of chromatic magic, where wild tempests of elemental power rage unchecked. Chromaticus commands multiple lairs scattered across his domain, each a repository of untold treasures and arcane riches. Yet, his primary sanctum lies either atop the towering pinnacle of the mightiest mountain or within the molten heart of an abyssal volcano, a crucible of elemental forces.

From his lofty perch, Chromaticus governs with unyielding authority, his dominion enforced by legions of enslaved dragons, dragon-kin, and demons that scour the lands surrounding his lair, ensuring that no interloper can ascend to challenge the dread lord of dragons.

Lair Actions

On initiative count 20 (losing initiative ties), Chromaticus takes a lair action to cause one of the following effects; Chromaticus can’t use the same effect two rounds in a row:

Chromatic Combustion. Chromaticus targets a creature within 120 feet of him that he can see, igniting it in a blaze of elemental fury. The target must make a DC 23 Dexterity saving throw. On a failed save, the target takes 55 (10d10) damage of a type of Chromaticus' choosing: acid, cold, fire, lightning, or poison. On a successful save, the target takes half as much damage.

Unstable Arcana. Within the confines of the lair, arcane energies surge erratically. Any creature other than a dragon or demon attempting to cast a spell must succeed on a DC 23 Charisma saving throw, or the spell fails and has no effect. This effect persists until the next initiative count 20.

Regional Effects

The region containing Chromaticus’ lair is warped by his magic, which creates one or more of the following effects:

Beguiling Realm. Within 6 miles of the lair, all Charisma (Persuasion) and Charisma (Performance) checks have disadvantage, and all Charisma (Deception) and Charisma (Intimidation) checks have advantage.

Chromatic Energy. Within 3 miles of the lair, the ambient energies surge with untamed chromatic power. Unpredictable explosions of chromatic force, volatile weather phenomena, and other manifestations of chaotic energy punctuate the landscape.

Draconic Call. Lesser dragons and dragonkin within 3 miles of the lair, drawn by an innate compulsion, flock to the vicinity of the lair, driven to safeguard its secrets and serve the will of Chromaticus.

If Chromaticus dies, these effects fade over the course of 1d10 days.

Cultists of Chromaticus

Chromaticus grants his rank-and-file cultists the Chromatic Protection trait, and his cult leaders can gain the Draconic Domination trait.

Chromatic Protection. As a reaction to taking acid, cold, fire, lightning, or poison damage, this creature can gain resistance to that damage type for that instance of the damage. 

Draconic Domination (Recharges after a Short or Long Rest). This creature targets one Dragon it can see within 60 feet of it. The Dragon must make a DC (8 + this creature’s Charisma modifier + this creature's proficiency bonus) Charisma saving throw. An evil-aligned dragon makes this save with disadvantage. On a successful save, the target is immune to this creature’s Draconic Domination for the next 24 hours. On a failed save, the target is charmed by this creature for 1 hour. While charmed in this way, the target regards this creature as a trusted friend to be heeded and protected. This effect ends if this creature or its companions deal damage to the target.

Previous Versions

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Monster Tags: DemonDemon Lordfiend

DragOOn1888

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