Large Fiend (Devil), Chaotic Good
Armor Class 21 (natural armor)
Hit Points 420 (29d10 + 261)
Speed 50 ft., Fly 80 ft.
STR
30 (+10)
DEX
24 (+7)
CON
28 (+9)
INT
22 (+6)
WIS
24 (+7)
CHA
30 (+10)
Saving Throws STR +17, CON +16, CHA +17
Skills Athletics +18, Intimidation +18, Perception +15
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 120 ft., Passive Perception 24
Languages Telepathy 120 ft.
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Devil’s Sight. Magical darkness doesn’t impede Cultor's darkvision.

Legendary Resistance (3/Day). If Cultor fails a saving throw, she can choose to succeed instead.

Magic Resistance. Cultor has advantage on saving throws against spells and other magical effects.

 

Eldritch Eyes. As a bonus action, Cultor can create 3 eyes on any solid surface within 120 feet of him. These eyes grant him line of sight and darkvision from that location. As long as he has at least one eye active, he cannot be surprised. Each eye has 10 hit points and AC 10.

Blood Points. It gains blood points by killing creatures, gaining an amount equal to the creature's CR divided by 5 (Round down, minimum of 0). Blood points fuel its special abilities. The demon can store a maximum of 20 blood points.

Actions

Multiattack. Cultor makes four attacks: one with his Mouth, one with his claws, and one with its tendril.

Mouth of Oblivion. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 32 (4d10 + 10) piercing damage, and the target must succeed on a DC 25 Constitution saving throw or suffer 21 (6d6) necrotic damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 23 (3d8 + 10) slashing damage.

Blood Tendril. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) necrotic damage, and the target must succeed on a DC 25 Strength saving throw or be grappled (escape DC 25).

Devouring Vortex (5 Blood Points).
The demon unleashes a violent explosion of blood magic. Each creature within a 30-foot radius must make a DC 25 Dexterity saving throw, taking 45 (10d8) necrotic damage on a failed save or half as much on a success.

Sanguine Barrage (3 Blood Points).
The demon sends a wave of piercing blood tendrils at up to three targets within 60 feet. Each target must make a DC 25 Dexterity saving throw, taking 36 (8d8) necrotic damage on a failed save or half on a success.

Abyssal Surge (8 Blood Points).
The demon infuses itself with raw blood magic, gaining the following effects for 1 minute:

  • Its speed is doubled.
  • It gains resistance to all damage except psychic.
  • Its claw and tendril attacks deal an additional 14 (4d6) necrotic damage.
Bonus Actions

Ravenous Rebirth (10 Blood Points).
The demon absorbs the blood of nearby corpses to restore itself. As a bonus action, it regains 50 hit points per corpse by consuming the blood essence of all corpses within 30 feet.

Legendary Actions

Cultor can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Cultor regains spent legendary actions at the start of her turn.

Claw Attack. The demon makes one claw attack.

Blood Tendril Strike. The demon makes a blood tendril attack.

Crimson Pulse (Costs 3 Actions). The demon releases a wave of blood magic. Each creature within 15 feet must make a DC 25 Constitution saving throw, taking 27 (6d8) necrotic damage on a failed save or half as much on a success.

mat_the_w_

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