Huge Fiend (Demon, Devil), Neutral Evil
Armor Class 18 Natural
Hit Points 250 (20d8 + 160)
Speed
STR
21 (+5)
DEX
24 (+7)
CON
22 (+6)
INT
22 (+6)
WIS
19 (+4)
CHA
19 (+4)
Saving Throws STR +12, DEX +14, CON +13, WIS +11, CHA +11
Skills Acrobatics +21, Arcana +16, Athletics +11, Deception +18, History +18, Insight +17, Intimidation +10, Investigation +16, Perception +21, Persuasion +10, Religion +18, Stealth +18
Damage Resistances Acid, Fire
Damage Immunities Cold, Lightning, Poison
Condition Immunities Charmed, Frightened
Senses Truesight, Passive Perception 19
Languages Telepathy Can speak with all creatures at 100ft if they have a language.
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting. The [Cathezar] is a 20-level spellcaster. Its spellcasting ability is [Charisma] (spell save DC 19, +11 to hit with spell attacks). The [Cathezar] has following [Sorcerer] spells prepared: (not all spells are from Sorcerer list)
Cantrips (at will): acid splash, chill touch, mind sliver, sorcerous burst, infestation


1st level (4 slots): comprehend languages, detect magic, protection from evil and good

2nd level (3 slots): darkness, see invisibility, shatter, rime's binding ice, pyrotechnics

3rd level (3 slots): animate dead, bestow curse, fireball, haste, spirit shroud

4th level (3 slots): polymorph, sickening radiance, staggering smite

5th level (3 slots): cloudkill, telekinesis

6th level (2 slots): mass suggestion

7th level (2 slots): project image, teleport

8th level (2 slots): holy aura

9th level (1 slot): Blade of Disaster

 

Actions

Multiattack. The devil makes three attacks with its chains. And one Tail Slam

Chain. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 11) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (4d6) piercing damage at the start of each of its turns.

Animate Chains (Recharges after a Short or Long Rest). Up to six chains animate from the devil. 

Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.

Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 15 (4d6 + 5) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the cathezar can automatically hit the target with its tail, and the cathezar can't make tail attacks against other targets.

Constricted. The constricted creature takes 4d6 +16 points of damage on a successful Grapple.  If the creature spends one round constricted and fails to break grapple at the end of their turn they will need to make a Con save DC 19 or fall unconscious for 1d4 rounds. 

Bonus Actions

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

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

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

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Unnerving Gaze.  The Cathezar can make her face resemble on of her opponents departed loved ones or bitter enemies.  The target must make a DC 18 save or all attacks rolls on their next turn will have disadvantage.  

Summon Fiend. Once per day the Cathezar can attempt to summon one balor or one pit fiend with a 50% chance of success.

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

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

SmokumJames

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