Huge Fiend (Demon), Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 315 (30d10 + 150)
Speed 40 ft., climb 40 ft.
STR
20 (+5)
DEX
24 (+7)
CON
20 (+5)
INT
18 (+4)
WIS
16 (+3)
CHA
22 (+6)
Saving Throws DEX +14, CON +12, WIS +10, CHA +13
Skills Arcana +11, Deception +13, Perception +10, Stealth +14
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Senses Truesight 120 ft., Passive Perception 20
Languages Abyssal, Telepathy 120 ft.
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits
Innate SpellcastingHashiyuep's spellcasting ability is Charisma (spell save DC 21). She can innately cast the following spells, requiring no material components:

At will: darkness, disguise self, invisibility 3/day each: greater invisibility, shadow of moil, phantasmal killer, dominate person 1/day each: mass suggestion, power word kill, maze, illusory dragon.

Aura of ShadowsDim light within 60 feet of Hashiyuep becomes darkness, and bright light becomes dim light. This does only affect non-magical light.
Magic ResistanceHashiyuep has advantage on saving throws against spells and other magical effects.
Reactive. Hashiyuep can take one reaction on every turn in combat.
Legendary Resistance (3/Day). If Hashiyuep fails a saving throw, she can choose to succeed instead.
Actions
MultiattackHashiyuep makes five attacks: four with her shadowy blades and one with her tail. Additionally, she can use her Innate Spellcasting trait.
Shadow Blade. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) necrotic damage. If the target is a creature, it must succeed on a DC 21 Constitution saving throw or have its Strength score reduced by 1d4. The target dies if this reduces its Strength to 0. This reduction lasts until the target finishes a short or long rest.
TailMelee Weapon Attack: +12 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Large or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, Hashiyuep can automatically hit the target with her tail, and she can’t make tail attacks against other targets.
Entropic Whirl (Recharge 5-6). Hashiyuep creates a vortex of shadowy energy in a 30-foot radius centered on her. Each creature of her choice in that area must make a DC 21 Dexterity saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much on a successful one. Creatures that fail the save are blinded for 1 minute. A blinded creature can repeat the saving throw at the end of its turns, ending the blindness on a success.
Shadow StepWhile in dim light or darkness, Hashiyuep can teleport up to 120 feet to an unoccupied space she can see that is also in dim light or darkness. As part of this teleport, she can make one melee weapon attack.
Reactions

Parry. Hashiyuep adds 5 to her AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon.

Legendary Actions
Shadow StrikeHashiyuep makes a melee attack with her Shadow Blade.
Eclipse StepHashiyuep teleports up to 60 feet to an unoccupied space she can see that is in dim light or darkness.
Shroud of Dread (Costs 2 Actions). Each creature of her choice within 30 feet must succeed on a DC 21 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of its turns, ending the effect on a success.

Description

Hashiyuep, the demon lord of shadows, is a master manipulator and illusionist. She thrives in darkness and dim light, wielding unparalleled power over shadow and necrotic energies. Her serpentine body and six arms are both beautiful and terrifying, embodying deception and death.

Lair and Lair Actions

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

  • Darkness spreads in a 120-foot radius around her lair, extinguishing nonmagical light sources.
  • She summons 1d6 shadows or 1 shadow demon to unoccupied spaces she can see. They act immediately after her in initiative order.
  • Tendrils of shadow reach out to restrain her enemies. Each creature of her choice within 60 feet must succeed on a DC 21 Strength saving throw or be restrained until the end of their next turn.

Monster Tags: Demon

Uzoki

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