Large Fiend (Demon), Chaotic Evil
Armor Class 21 Natrural Armour
Hit Points 315 (16d12 + 5)
Speed 40 ft., fly 60 ft.
STR
26 (+8)
DEX
18 (+4)
CON
20 (+5)
INT
16 (+3)
WIS
14 (+2)
CHA
24 (+7)
Saving Throws STR +13, DEX +9, CON +10, WIS +7, CHA +12
Damage Resistances Cold, Fire, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120 ft, Truesight 90ft, Passive Perception 23
Languages Abyssal, Infernal, Telepathy 120 ft, Common.
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits
Shroud of Shadows: Zharothyn can use a bonus action to become invisible until the start of his next turn. Once he uses this ability, he can't use it again until he finishes a short or long rest.

Innate Spellcasting. [Zharothyn] is a 16-level spellcaster. Its spellcasting ability is [Charisma] (spell save DC 20). [Zharothyn] has following spells prepared:
(at will): [Darkness], [Rime's Binding Ice] 

3/day:  [Fireball], [fear], [Wall of fire]

1/day: [Banishment], [dominate person]  

Actions
MultiattackZharothyn makes three attacks: two with his claws and one with his bite.

Claw. Melee Weapon Attack: +11 to hit, reach 10ft, one target. Hit: 24 (4d6 + 10) [slashing] damage plus 10 (3d6) [poison] damage 

Bite. Melee weapon Attack: +11 to hit, range 5ft.,1 target. Hit: 30 (4d8 + 12) [piercing] damage.

Shadow Nova: Zharothyn releases a burst of shadowy energy in a 30-foot radius. Each creature in that area must make a DC 20 Dexterity saving throw, taking 55 (10d10) [necrotic damage] on a failed save, or half as much damage on a successful one.

Bonus Actions
Shroud of Shadows: Zharothyn can use a bonus action to become invisible until the start of his next turn. Once he uses this ability, he can't use it again until he finishes a short or long rest.
Reactions

Reaction Name. Enter the description for your action.

Legendary Actions
Living Shadows (1/Turn)
Zharothyn can target one creature within 10 ft. of him and attempt to grapple it with living shadows. The target must succeed on a DC 20 Strength saving throw or be restrained by the shadows until the end of its next turn.
Dread Glance (Costs 2 Actions)
Zharothyn fixes his gaze on one creature he can see within 60 ft. The target must succeed on a DC 20 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if Zharothyn is within line of sight, ending the effect on itself on a success.
Abyssal Step (Costs 3 Actions)
Zharothyn teleports along with any equipment he is wearing or carrying up to 40 feet to an unoccupied space he can see.
Unholy Resurgence (Costs 3 Actions)
Zharothyn uses his Shroud of Shadows ability regardless of whether it is on cooldown.
Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Description: Once a formidable demon lord, Zharothyn now lies trapped within the confines of an ancient temple dedicated to the Raven Queen. His form has been twisted and melded with the shadows of his prison, his eyes burning with the anger of millennia. Dark, jagged wings emerge from his back, and his claws drip with insidious poison. Obsidian horns twist upwards from his head, and his skin resembles the scorched earth. The air around him is heavy with malevolent intent, and whispers of madness echo through the chamber, compelling intruders to free him from his eternal bondage.

Lore: Zharothyn was once a powerful demon lord who sought to overthrow the Raven Queen herself. His ambitions brought him to the Shadowfell, where, after a climactic battle, he was sealed within an ancient temple by the Raven Queen's loyal followers. Bound by chains of divine magic and trapped within a prison of shadows, he waits for the day his prison will fail and his wrath can be unleashed upon the world once more.

Lair and Lair Actions

Having bathed in the essence of the shadowfell's magic, [Zharothyn] infuses his own being into this spaces innate magic.

Lair Actions

On initiative count 20, [Zharothyn] takes a lair action to cause one of the following effects;  [Zharothyn] can’t use the same effect two rounds in a row: Roll a 1d6 and choose an action based on the roll.

  • 1-2 A point with a 20 ft radius sphere becomes enshrouded in magical darkness as if affected by the darkness spell.
  •   3-4 A 20 ft cube opens in the floor, gushing a cloud of poison. Con save 17 or become poisoned for 1 min. 
  • 5-6 From the center of the room a 30 ft radius wave of shadow energy in all directions. Dex save 17 or take 6d8 necrotic damage half on a save, as well as be restrained, strength save 15 to break free as an action

 

Monster Tags: DemonDemon Lordfiend

Arcana_rexus

Comments

Posts Quoted:
Reply
Clear All Quotes