Huge Fiend (Demon), Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 230 (20d12 + 100)
Speed 40 ft., Fly 60 ft. (hover)
STR
19 (+4)
DEX
20 (+5)
CON
21 (+5)
INT
15 (+2)
WIS
16 (+3)
CHA
22 (+6)
Saving Throws STR +10, DEX +11, CHA +12
Skills Athletics +10, Intimidation +12, Perception +9
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison, Psychic
Senses Truesight 120 ft., Passive Perception 19
Languages Abyssal, Ignan, Telepathy 120 ft.
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Aura of Burning Horror. When a creature starts its turn within 10 feet of Aphis, Aphis can force that creature to make a DC 18 Wisdom saving throw if Aphis can see it. On a successful save, the creature is immune to this aura for the next 24 hours. On a failed save, the creature takes 17 (5d6) psychic damage, can’t speak, and gains disadvantage on attack and saving throws until the beginning of its next turn. Creatures that are immune to the frightened condition are immune to this trait.

Fire Form. Aphis can enter a hostile creature’s space and stop there. He can move through a space as narrow as 1 inch without squeezing if fire could pass through that space.

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

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

Actions

Multiattack. Aphis makes one Claw attack and one Rend attack, and it uses Soul-Stealing Pyre.

Dissonant Claw. Melee Weapon Attack: +12 to hit, reach 10 ft. or range 120 ft., one creature. Hit: 25 (3d12 + 6) psychic damage. If the target is a creature concentrating on a spell, its concentration is broken.

Entrapping Rend. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) force damage plus 18 (5d6) necrotic damage, and if the target is a Large or smaller creature, the target must succeed on a DC 18 Strength saving throw or be pulled into Aphis' faux fiery form and grappled (escape DC 18). Until this grapple ends, the target is restrained, takes 18 (5d6) psychic and 18 (5d6) necrotic damage at the start of each Aphis' turns and Aphis can’t use Entrapping Rend on another target.

Soul-Stealing Pyre. Aphis targets one creature it has grappled. If the target isn’t a Construct or an Undead, it must succeed on a DC 18 Charisma saving throw or take 13 (2d12) necrotic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the necrotic damage dealt, and Aphis regains hit points equal to half that amount. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0. If a creature dies due to this ability, it immediately rises as a Flameskull under Aphis' control.

Bonus Actions

Hidden Step. Aphis magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see and takes the Hide action. Grappled creatures are no longer grappled and don’t teleport with it.

Description

The insatiable Aphis prowls around his tower in search of souls to devour. If he thinks he can kill a creature and consume its soul, he attacks—even if that other creature is a demon.

"I am Aphis, guardian of the pass. I require that death be offered to me; all of you choose, for the living can guide me, but the dead only feed my hunger, my want. Satisfy me by directing my hunger. Pick the sacrifice among you and call it dead, for you know it no more or no less than you did before you met it, and with me it will be more dead than death. I have spoken."

FritterGuard

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