Large Fiend (Demon), Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 351 (26d10 + 208)
Speed 40 ft.
STR
29 (+9)
DEX
13 (+1)
CON
27 (+8)
INT
18 (+4)
WIS
22 (+6)
CHA
27 (+8)
Saving Throws DEX +8, CON +15, INT +11, WIS +13
Skills Intimidation +15, Perception +13
Damage Resistances Cold, Fire, Lightning
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing that is Nonmagical
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 23
Languages All, Telepathy 120 ft.
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

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

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

Special Equipment. Ankahro carries a magic mace named FaithbreakerFaithbreaker is a +3 Mace that deals an additional (3d10) psychic damage on a hit.

Actions

Multiattack. Ankahro makes two Chain Hook attacks and one Faithbreaker attack. If available, Ankahro can replace both of the Chain Hook attacks with a use of Swinging Chains.

Chain Hook. Melee Weapon Attack: +16 to hit, reach 30 ft., one target. Hit: 16 (3d4 + 9) magical piercing damage and the target must succeed on a DC 24 Strength saving throw or be pulled up to 10 feet straight towards Ankahro.

Faithbreaker. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 22 (3d6 + 12) magical bludgeoning damage plus 16 (3d10) psychic damage.

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

At will: detect magic, dispel magic, fear

3/day each: confusion, forcecage

1/day each: feeblemind, teleport

Swinging Chains (Recharge 5–6).. Ankahro swings his chains around him wildly. Each creature within 30 feet of Ankahro must make a DC 24 Dexterity saving throw. A creature takes 32 (13d4) magical slashing damage on a failed save, or half as much damage on a successful one.

Legendary Actions

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

Chain Attack. Ankahro makes one Chain Hook attack.

Cast Doubt (Costs 2 Actions). Ankahro casts thoughts of harm and doubt into the mind of one creature that he can see within 90 feet of him. That creature must make a DC 23 Wisdom saving throw. On a failed save, the creature takes 38 (7d10) psychic damage, and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and isn't incapacitated.

Thrashing Chains (Costs 2 Actions). Ankahro recharges and uses Swinging Chains.

Description

Ankahro, the Abyssal Torturer and the Lord of Chains, revels in the torment of others. His worshippers kidnap and torture innocents, sacrificing their innocence and sanity to their dark master.

Cults tend to form near cities, where citizens can be picked off regularly. If a cult doesn't perform its sacrificial torture often enough, Ankahro will send demons to kill and capture the cultists, bringing the survivors to the Abyss to be chained and starved.

Ankahro is a demonic figure, his burnt red skin contrasting against his glowing blue eyes. His most notable feature is his two left arms, which he uses to wield long hooked chains.

Ankahro also wields a magical mace named Faithbreaker. The weapon assaults its victim's body and mind, turning their very thoughts against them.

Lair and Lair Actions

Ankahro’s Lair

Ankahro's layer of the Abyss is know as Asylum; a cavernous landscape dotted with towers and dungeons. His lair is the grand dungeon of Zokrahn at the heart of Asylum. The dungeon sprawls deep underground and is littered with the bodies, both living and dead, of torture victims.

The challenge rating of Ankahro is 24 (62,000 XP) when he’s encountered in his lair.

Lair Actions

On initiative count 20 (losing initiative ties), Ankahro can take one of the following lair actions when in his lair; he can’t use the same effect two rounds in a row:

Abyssal Chains. Ankahro casts the hold monster spell, requiring no components or concentration. The spell lasts until initiative count 20 next round.

Break Will. Each creature that can see Ankahro within 30 feet of him must succeed on a DC 23 Wisdom Saving throw or be frightened of Ankahro until initiative count 20 next round.

Seeping Wound. A large wound appears on one creature that Ankahro can see within 90 feet of him. The creature must make a DC 23 Constitution saving throw, taking 22 (5d8) necrotic damage on a failed save, or half as much damage on a successful one.

Regional Effects

The region containing Ankahro’s lair is warped by his magic, creating one or more of the following effects:

Bloody Water. All water within 1 mile of the lair becomes a dark red and tastes of salt and iron.

Hanging Chains. Chains hang from the cavern ceilings within 1 mile of the lair, carrying the bodies of people and demons alike.

Terrifying Realm. Within 6 miles of the lair, all creatures have disadvantage of saving throws against being frightened.

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

Cultists of Ankahro

Ankahro grants his cultists the Devour Sanity trait.

Devour Sanity (1/Day). As an action, one creature that this creature can see takes psychic damage equal to (1d10) plus this creature's proficiency bonus. This creature then gains temporary hit points equal to its proficiency bonus.

Theonlyawelord

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