Large Fiend, Typically Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 168 (16d10 + 80)
Speed 30 ft., Fly 50 ft.
STR
20 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
12 (+1)
WIS
19 (+4)
CHA
19 (+4)
Saving Throws DEX +6, CON +9, WIS +8
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 14
Languages Abyssal, Infernal Demolith
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Lesser Magic Resistance. The guardianlord has advantage on saving throws against spells and other magical effects.

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

Demolith Subtype. The guardianlord has the "(demolith)" tag, which has no rules of its own, but is a tag that affects the guardianlord in the same way that it would affect a demon or devil.

Semi-Immortal Nature. The guardianlord 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.

Lillith's Blessing. Humanoid and Fiends have disadvantage on saving throws against any of the guardianlord's attacks, and he gets a +2 bonus to hit and to all his attacks.

Lesser Legendary Resistance (2/Day). If the guardianlord fails a saving throw, it can choose to reroll the save with advantage.

Actions

Multiattack. The guardianlord makes three attacks: one with its bite, one with its claw or tail, and one with its greatsword.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft. Hit: 16 (2d8 + 7) piercing damage + 4 (1d4 + 2) fire damage.

Claw. Melee Weapon Attack: +11 to hit, reach 10 ft. Hit: 14 (2d6 + 7) slashing damage.

Horns. Melee Weapon Attack: +9 to hit, reach 5 ft. Hit: 13 (1d12 + 7) piercing damage. If the guardianlord moved at least 20 feet toward a target right before making the attack, the attack deals an additional 9 (2d8) piercing damage.

Greatsword. Melee Weapon Attack: +10 to hit, reach 15 ft. Hit: 21 (4d6 + 7) bludgeoning damage + 5 (1d6 + 2) fire damage.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft. Hit: 14 (2d6 + 7) bludgeoning damage.

Fire Breath (Recharge 5-6). The guardianlord exhales combustable hellish fumes that burst into fire in a 40-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 42 (16d4 + 2) fire or poison damage (guardianlord's choice) + 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one.

Teleport. The guardianlord, 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 guardianlord 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 15 Dexterity saving throw, taking 21 (3d12 + 2) necrotic damage on a failed save, or half as much on a success.

Innate Spellcasting. The guardianlord's spellcasting ability is Charisma (spell save DC 19, +10 to hit with spell attacks.). The guardianlord 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)

1/day each: wall of fire

Description

Guardians are fearsome megademoliths devoted to the hellish plans of their superiors, and through them, the Prime Evils. Guardians are often found in conjunction with important tomes of evil, unholy artifacts, or guarding vital thoroughfares. Within the rankings of the megademolith family, Guardians are just below Pitlords and Venomlords, but still above Megaslayers.

Megademoliths, usually vortexlords or true balrogs though rarely guardianlords, 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.

Dragonekillax3

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