Huge Fiend (Demon), Chaotic Evil
Armor Class 21 (Natural armor)
Hit Points 312 (25d12 + 150)
Speed 40 ft., fly 40 ft.
STR
16 (+3)
DEX
26 (+8)
CON
22 (+6)
INT
24 (+7)
WIS
23 (+6)
CHA
24 (+7)
Saving Throws DEX +15, CON +13, WIS +13, CHA +14
Skills Intimidation +15, Perception +14, Stealth +24
Damage Resistances Acid, Fire, Necrotic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks while in Dim Light or Darkness
Damage Immunities Cold, Lightning, Poison
Senses Truesight 120 ft., Passive Perception 24
Languages All, Telepathy 120 ft.
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Dark Rejuvenation. (Recharges after a Short or Long Rest). If the demon is reduced to 0 hit points or is subjected to an effect that would kill it without dealing damage, it doesn't die or fall unconscious. Instead, it regains 200 hit points, it regains any expended uses of Legendary Resistance (not including additional instances granted by its lair actions), it loses concentration on any spell it was concentrating on, and begins concentrating on the Invulnerability spell (with a duration of 3 rounds). Additionally, the demon can now use the options in the "Mythic Actions" section. Award a party an additional 50,000 XP (100,000 XP total) for defeating the demon after it uses Dark Rejuvenation.

Demonic Cunning. The demon has advantage on Intelligence, Wisdom, and Charisma saving throws against spells and magical effects.

Incorporeal Movement (True Form Only). The demon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Innate Spellcasting. The demon's innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks. It can innately cast the following spells, requiring no material components:

At will: detect magic, invisibility (self only)

3/day each: darkness, shadow blade (7th-level version), shadow of moil

1/day each: call lightning (9th-level version), greater invisibility (self only), maddening darkness

Legendary Resistance (2/day). If the demon fails a saving throw, it can choose to suceed instead.

Light Hypersensitivity. The demon takes 20 radiant damage when it starts its turn in bright light. While in bright light, it has disadvantage on attack rolls well as on Wisdom (Perception) checks that rely on sight. Additionally, while in bright light, the demon cannot cast spells of 2nd level or lower.

Magic Weapons. The demon's weapon attacks are magical.

Regeneration. The demon regains 20 hit points at the end of each of its turns. If the demon takes force or radiant damage, this trait doesn't function at the end of the demon's next turn. The demon dies only if it ends its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack (True Form Only). The demon makes two attacks with its Claws and one with its Lightning Strike. Alternatively, it can replace its Lightning Strike with casting a spell or taking an action associated with a spell it is concentrating on.

Claws (True Form Only). Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (2d12 + 8) slashing damage. If the demon had advantage on the attack roll and the target was a creature, it also deals 14 (4d6) psychic damage.

Lightning Strike. Ranged Spell Attack: +14 to hit, range 150 ft., one target. Hit: 21 (4d6 + 7) lightning damage.

Breath Weapon (Recharge 6). The demon breathes magical energy in a 120 foot cone using one of the following breath weapon options. If the demon uses its breath weapon while concentrating on a spell of 4th-level or lower, the spell ends.

Confusion Breath. Each creature within the cone's area must succeed on a DC 21 Wisdom saving throw or take 66 (12d10) psychic damage and be effected by the Confusion spell for one minute (no concentration required, counts as a 4th-level spell for Dispel Magic and Dispelling Breath). On a successful save, a creature takes half as much damage and is not confused.

Dispelling Breath. Each creature within the cone's area must make a DC 21 Dexterity saving throw, taking 67 (15d8) force damage on a failed save or half as much damage on a successful one. Additionally, any spells of 4th-level or lower within the cone's area are dispelled and any objects within the cone's area not being worn or carried take force damage as if they were creatures that failed the saving throw.

Poison Breath. Each creature within the cone's area must succeed on a DC 21 Constitution saving throw or take 70 (20d6) poison damage and be poisoned for one minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and is not poisoned.

Bonus Actions

Change Shape. The demon shapeshifts into a humanoid or back into its true form. While in humanoid form, its size is either Medium or Small (demon's choice), it cannot use its Multiattack or Claws, and its Incorporeal Movement trait does not function. Its statistics are otherwise unchanged.

Shadow Stealth. While in dim light or darkness, the demon can take the Hide action as a bonus action.

Reactions

Shadowy Doppelganger (3/day). When the demon would take damage while in dim light or darkness, it can teleport up to 60 feet to another space in dim light or darkness and summon a servant to take the triggering damage in its place. If the demon was in dim light this servant is a Shadow. If it was in darkness, this servant is a Shadow Demon. The servant has 20 temporary hit points when summoned and uses the maximum rolls of its hit dice instead of the averages. A summoned servant remains for one hour or until reduced to 0 hit points.

Spell Siphon. When a creature within 10 feet of the demon (including itself) loses concentration on a spell of 1st level or higher as a result of taking damage, the demon can use its reaction to absorb the spell's residual energy. It can then immediately use this residual energy to gain 5 temporary hit points per level of the spell. If the spell was 6th level or higher, the demon can choose to instead use the residual energy to recharge its Breath Weapon action.

Legendary Actions

The demon 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. The demon regains spent legendary actions at the start of its turn.

Shadow Step. The demon teleports up to 60 feet to an unoccupied space it can see that is in dim light or darkness. If it was previously hidden, it remains hidden after teleporting in this way.

Spell. The demon casts a spell or takes an action associated with a spell it is concentrating on.

Mythic Actions

If the demon's Dark Rejuvenation trait is active, it can use the options below as legendary actions. After taking a mythic action, the demon cannot take the same mythic action until the start of its next turn.

Conjure Hands (Costs 3 Actions). The demon dismisses any hands it has previously conjured and conjures its choice of either two Large Hands (one right and one left) or one Huge Swarm of Tiny Hands. The conjured hands are made of magical force and have an Armor Class of 20. Each Large Hand has 25 hit points, a Strength Score of 26 (+8), a Dexterity score of 10 (+0), and counts as a creature for the purposes of effects which force Strength and Dexterity saving throws. The Large Hands have the hover trait. The Swarm has 40 hit points, a Strength score of 16 (+3), a Dexterity score of 18 (+4), and counts as a a creature for the purposes of effects which force Strength and Dexterity saving throws. The swarm can enter the space of other creatures and counts as difficult terrain. the demon uses summoned hands to perform its other mythic actions.

Grasping Swarm. The demon moves the conjured swarm up to 30 feet along solid surfaces and then forces every creature of its choice in the swarm's space to make a DC 19 Strength saving throw. On a failed save, a creature takes 18 (4d8) force damage and is restrained until the end of the demon's next turn. The restrained creature or another creature within 5 feet of it can use an action to attempt a DC 19 Strength (Athletics) check, freeing the restrained creature on a success. On a successful save, a creature takes half as much damage and is not restrained.

Left-Hand Strike. The demon makes a conjured left hand fly up to 60 feet and then makes two claw attacks from its space. If either attack had advantage, the demon regains hit points equal to the amount of psychic damage dealt.

Right-Hand Strike. The demon makes a conjured right hand fly up to 60 feet and then makes two claw attacks from its space. If either attack had advantage, the demon regains hit points equal to the amount of psychic damage dealt.

Description

According to legend, the Empress of Shadow is the mother of the first Shadow Demons and all Shadow Demons are secretly loyal to her over whichever more well-known lords they pay homage to. Historical records indicate she was once a prominent demon lord when her fellow Obyriths ruled the Abyss. When they were overthrown, she survived but faded into obscurity and began slowly plotting her revenge against the new order.

While the Empress of Shadow has worked very hard to cultivate an air of terror of mystery around her, she harbors a secret truth only she knows. All the frightfulness she has carefully crafted is simply a projection of her own inner paranoia and anxiety. Ever since the ancient uprising that forced her into hiding, she has grown distrustful of any who serve her and even distrustful of her own wisdom. She constantly agonizes over the fear that she will make a mistake that leaves her vulnerable to being betrayed by an ally or vanquished by a foe. Due to this, she has a habit of killing any demons in her service that gain enough magical or political power to pose a threat to her, making her forces inherently unstable with her followers taking after her example and constantly turning on each other in bids for power.

Her greatest weakness is the fact that she is totally unable to realize that her paranoid refusal to reward loyalty is what fosters the very disloyalty she fears.

Lair and Lair Actions

The Empress of Shadow’s Lair

While only the first 666 layers of the Abyss could be described as anything close to "well-documented", there is some information known about even deeper layers. One such truth is that on the 1000th layer stands a great fortified castle built into the side of a miles-high cliff. From this dark fortress, the demon lord known as the Empress of Shadows reigns. Precious little is known of the castle's interior except that it is littered with hidden traps and sentries to slay any would-be intruders.

Lair Actions

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

  • The demon deals 20 force damage to itself and gains an additional instance of legendary resistance. If this instance is not used before initiative count 20 of the next round, it expires.
  • The demon switches position with a willing creature it can see within 60 feet of itself, so long as both the demon and the target are in dim light or darkness. Both creatures can immediately take the Hide action after teleporting in this way unless they can be seen by a hostile creature after teleporting.
  • The demon causes a 10-foot radius cylindrical geyser of psychic energy to erupt from the ground centered on a point it can see within 90 feet of itself. Creatures within this cylinder when it appears are subjected to the effects of the demon's Confusion Breath.
  • The demon shoots a magical blast at one creature, object, or magical effect it can see within 120 feet of itself, subjecting the target to the effects of the demon's Dispelling Breath.
  • The demon conjures a 20-foot-radius spherical cloud of toxic gas centered on a point it can see within 120 feet of itself. A creature that starts its turn in the sphere or enters the area for the first time on a turn is subjected to the effects of the demon's Poison Breath. The sphere lasts until initiative count 20 on the next round.

Regional Effects

The region containing the Empress of Shadow's lair is warped by the demon's magic, which creates one or more of the following effects:

  • Within 6 miles of the demon's lair, all non-demons are plagued by nightmares and are unable to benefit from a Long Rest unless they can do so without sleeping or are incapable of dreaming while asleep.
  • Within 1 mile of the demon's lair, all nonmagical bright light becomes dim light and all nonmagical dim light becomes darkness.
  • If a humanoid spends at least one hour within 1 mile of the lair, that creature must succeed on a DC 22 Wisdom saving throw or descend into a madness determined by the Madness of the Shadow Empress table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.

If the demon dies, these effects fade over the course of 1000 years.

Madness of the Empress of Shadow

If a creature goes mad in the Empress of Shadow's lair or within line of sight of the demon lord, roll on the Madness of the Empress of Shadow table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness.

d100

Flaw (lasts until cured)

01-20

"Nothing is ever my fault. If a plan goes wrong, there's always someone else who rightfully deserves the blame."

21-40

"I prefer to remain silent whenever possible lest my words be used against me."

41-60

"There's no point in standing up for myself. If my allies berate me, I probably deserve it."

61-80

"I pretend to find anything that worries or concerns me to be absolutely hilarious."

81-90

"I feel like there's always someone watching my every move, waiting to strike the moment I show any sign of weakness."

91-97

"I fear the exposure of the light and have no desire to step out from the safety of the darkness."

98-100

"I'd sell out any of my friends or family to save my own skin because I know they'd all do the same to me."

Previous Versions

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Monster Tags: DemonDemon Lord

Newb_DM

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