Blood War Manifestation (Aura):
The presence of the Arglalorch is a manifestation of the eternal Blood War. Creatures within 120 feet must succeed on a DC 22 Wisdom saving throw at the start of each of their turns or be consumed by maddening visions of endless fiendish war. On a failed save, the creature is under the effect of crown of madness. The Arglalorch can control as many creatures as it wishes and can command them as a bonus action.
Fiendish Fusion (Duality):
The Arglalorch is both devil and demon, channeling the power of both sides. When an attack would deal radiant damage to the Arglalorch, it instead gains that many temporary hit points. Additionally, the Arglalorch can freely choose whether it counts as a demon, devil, both, or neither for the purposes of spells, abilities, and resistances.
Spellcasting (Innate):
The Arglalorch is an innate spellcaster. Its spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). It can cast the following spells, requiring no material components:
- At Will: Fireball, Dispel Magic, Bestow Curse (9th level) , Detect Magic, Counterspell, Plane Shift (self only)
- 3/Day Each: Hellfire Ray, Chain Lightning, Finger of Death, Wall of Fire.
- 2/Day Each: Meteor Swarm, Power Word Kill, Gate (self only)
Regeneration:
The Arglalorch regains 30 hit points at the start of its turn.
Magic Resistance:
The Arglalorch has advantage on saving throws against spells and other magical effects.
Magic Weapons:
The Arglalorch’s attacks are magical if it wishes them to be.
Multiattack:
The Arglalorch makes four attacks: one with its Bite, one with it's Sword, one with its Claw, and one with its Tail.
Bite: Melee Weapon Attack: +18 to hit, reach 10 ft., one target.
Hit: 33 (5d8 + 10) piercing damage plus 18 (4d8) necrotic damage.
Fiendish Divide (Greatsword) :Melee Weapon Attack: +18 to hit, reach 15 ft., one target.
Hit: 52 (8d10 + 10) slashing damage plus 27 (6d8) necrotic damage. The attack bypasses all resistances and treats immunity to slashing and necrotic damage as resistance instead.
Claw: Melee Weapon Attack: +18 to hit, reach 15 ft., one target.
Hit: 30 (4d10 + 10) slashing damage plus 22 (5d8) fire damage.
Tail: Melee Weapon Attack: +18 to hit, reach 20 ft., one target.
Hit: 28 (4d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone.
Hellfire Spew (Recharge 5-6):
The Arglalorch exhales a torrent of corrupted hellfire in a 60-foot cone. Each creature in the area must make a DC 22 Dexterity saving throw, taking 88 (16d10) fire damage on a failed save, or half as much on a successful one. This fire ignores fire resistance and treats immunity as resistance.
.(Fiendish Step):
The Arglalorch can teleport up to 120 feet to an unoccupied space it can see. It leaves behind a burst of fiendish energy as it departs or arrives, forcing all creatures within 20 feet of either the departure or arrival point to make a DC 22 Dexterity saving throw. On a failed save, creatures take 26 (4d12) necrotic damage and are knocked prone; on a successful save, they take half as much damage and aren’t knocked prone.
This teleportation bypasses dimensional locks, magical barriers, and anti-teleportation effects.
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The Arglalorch can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. The Arglalorch regains spent legendary actions at the start of its turn. whenever the Arglalorch slays a living creature with it's sword, it regains one spent legendary action.
Infernal Slam (Costs 1 Action):
The Arglalorch makes a Tail attack.
Abyssal Rage (Costs 2 Actions):
The Arglalorch forces all creatures within 30 feet to make a DC 22 Wisdom saving throw or be paralyzed with fear until the end of their next turn.
Blood War Cataclysm (Costs 3 Actions):
The Arglalorch unleashes the cataclysmic energies of the Blood War. Every creature within 60 feet must make a DC 22 Constitution saving throw or take 45 (10d8) psychic damage, and be stunned until the end of their next turn. If the saving throw is successful, they take half damage and are not stunned.
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Lair and Lair Actions
On initiative count 20 (losing initiative ties), the Arglalorch can take a lair action to cause one of the following effects:
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Hellfire Eruption: Hellfire erupts from the ground in a 20-foot radius centered on a point within 120 feet. Each creature in that area must make a DC 22 Dexterity saving throw, taking 40 (9d8) fire damage on a failed save, or half as much damage on a successful one.
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Abyssal Vortex: The ground warps into a swirling void in a 30-foot radius within 90 feet. Each creature in the area must make a DC 22 Strength saving throw or be pulled 20 feet towards the center and knocked prone.
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Soul Harvest: The Arglalorch draws on the endless conflict of the Blood War, regaining 50 hit points.
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