Large Fiend (Demon), Chaotic Evil
Armor Class 22 demon mithril plate
Hit Points 1114 (100d20)
Speed
STR
20 (+5)
DEX
20 (+5)
CON
20 (+5)
INT
20 (+5)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws STR +13, DEX +13, CON +13, CHA +13
Damage Resistances Acid, Cold, Fire, Force, Lightning, Poison, Psychic, Thunder; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Frightened
Senses Darkvision 60, Passive Perception 25
Languages All language
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Special Trait Name. fraternel

 

spell:

cantrip: mage hand

Actions

Action Name. triple attack

Action Melee Attack. Orenmir Attack: +15 to hit, reach 10 ft., 2 target. Hit: 48(6d10 + 6) slashing magic damage. regain half od the damage.

Action Ranged Attack. Blow Attack: +15 to hit, range 150ft/cone ft. Hit: 75 (10d10 + 6) lightning  damage.

Bonus Actions

distract a traget: give you advantage

teleport up to 30ft:

rally ( 6 superiority dice):

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

 

Reactions

Reaction Name.

Shields:

+5 AC

Steal defender:

The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender

Riposte:

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll

 

Legendary Actions

 

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

 
Mythic Actions

Revenge (Costs # Actions).if his brother die, he harvest the soul of him and regain 20d20HP and gain a quadruple attack

 

Description

see  the photo :)

an high monster that emit a powerful aura of darkness.

an dark light circle under his head and he has a great sword that name is Orenmir.

Lair and Lair Actions

Lair Actions

On initiative count 30 (losing initiative ties), the Xonnath takes a lair action to cause one of the following effects; Xonnath can’t use the same effect two rounds in a row:

  • Hand of the weakest: raise his hand and produce a hight voltage dark energy. The creature other than him and his brother need to make a DC 25 Constitution.On a fail save the creature are blinded and take 7D10 damage and a succes one it take half of them 

Regional Effects

The region containing a legendary Xonnath’s lair is Dark territory, which creates one following effects:

  • one a surface of 20 feat arond them,all creature has disaventage on their attack roll.

If Xonnath dies, these effects fade over the course of 1d6 days.

 

Monster Tags: Demon Lord

Habitat: Underdark

remyclair

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