Magic Resistance. The vortexlord has advantage on saving throws against spells and other magical effects.
Magic Weapons. The vortexlord's weapon attacks are magical.
Demolith Subtype. The vortexlord has the "(demolith)" tag, which has no rules of its own, but is a tag that affects the venomlord in the same way that it would affect a demon or devil.
Semi-Immortal Nature. The vortexlord can't die of old age unless affected by magic of a spell of 7th level or higher and doesn't require food, drink, air, or sleep.
Lesser Legendary Resistance (4/Day). If the vortexlord fails a saving throw, it can choose to reroll the save with advantage.
Lillith's Blessing. Humanoid and Fiends have disadvantage on saving throws against any of the vortexlord's attacks, and he gets a +2 bonus to hit and to all his attacks.
Multiattack. The vortexlord makes three attacks: one with its bite, claws, or tail, and two with its greatsword.
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft. Hit: 17 (2d8 + 8) piercing damage + 6 (1d8 + 2) fire damage.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft. Hit: 14 (2d6 + 8) slashing damage + 3 fire damage.
Horns. Melee Weapon Attack: +13 to hit, reach 5 ft. Hit: 14 (1d12 + 8) piercing damage. If the vortexlord moved at least 20 feet toward a target right before making the attack, the attack deals an additional 10 (3d6) piercing damage.
+1 Greatsword. Melee Weapon Attack: +14 to hit, reach 15 ft. Hit: 22 (4d6 + 9) bludgeoning damage + 9 (1d10 + 3) fire or force damage (vortexlord's choice).
Tail. Melee Weapon Attack: +11 to hit, reach 10 ft. Hit: 15 (2d6 + 8) bludgeoning damage.
Fire Breath (Recharge 5-6). The vortexlord exhales combustable hellish fumes that burst into fire in a 40-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 52 (20d4 + 2) fire or force damage (vortexlord's choice) + 13 (2d12) necrotic damage on a failed save, or half as much damage on a successful one.
Summon Demoliths (Recharge 4-6). The vortexlord summons 1d6+2 demoliths of CR 7 or lower at points it can see within 100 feet of it that remain for 1 hour or until slain. The summoned demoliths cannot summon any other creatures, are under the vortexlord's command, obey its orders (no action required by the vortexlord), and take their turns immediately after the vortexlord.
Teleport. The vortexlord, a long with everything it is wearing or carrying, teleports to an unoccupied space it can see within 70 feet of it.
Pentagram Target (Recharge 4-6). The vortexlord channels hellish magic to cause up to three 10-foot wide squares that it can see within 100 feet of it to become occupied by a glowing red pentagram-like symbol that explodes upward. When the pentagrams appear, each target within any of the created squares must make a DC 17 Dexterity saving throw, taking 28 (4d12 + 2) necrotic damage on a failed save, or half as much on a success.
Innate Spellcasting. The vortexlord's spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks.). The vortexlord can innately cast the following spells, requiring no material components:
At will: detect magic, chaos bolt, fireball, bestow curse, create or destroy water (only the "destroy" option)
2/day each: wall of fire, locate creature, fire shield, dispel magic
Description
Vortex Lords are the natural leaders of lesser demoliths, including members of their own megademon clan, which includes Megaslayer demoliths and Venomlord/Pitlord Demoliths. Though their tactical minds are important for Hell's war, Vortex Lords are lethal warriors in their own right, second only to the "blessed" true Balrogs.
Megademoliths, usually vortexlords or true balrogs, are sometimes blessed to serve a higher power, in the form of Lilith, the Daughter of Hatred and Mother of Humanity. Due to her blessings, these demoliths become even more powerful than they already were, the mental hold Lilith has on them driving to fight to the death, even beyond. If a cultist dedicated to Lilith were to resurrect a dead Champion of Lilith or summon it to the Material Plane, that cultist has advantage on any saving throws or ability checks they may have to attempt, and the amount of components used for the summoning is reduced by 50%. The power of Lilith that blesses her champions, possibly due to her rebellious nature, also gives them a newfound sense of awarness. This makes them not only more fanatical to her mostly non-evil plans, plus, oddly enough, Champions of Lilith that face their master's foes in combat seem to have a code of honor, in the way that they never inflict more pain on their opponent that is absolutely necessary. That is, of course, unless Lilith or one of her major cultists steps in to take the reins for herself/themselves.
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