Large Fiend (Demon), Chaotic Evil
Armor Class 20 (natural armor)
Hit Points 250 (20d12 + 120)
Speed 40 ft., Climb 30 ft.
STR
26 (+8)
DEX
12 (+1)
CON
22 (+6)
INT
20 (+5)
WIS
18 (+4)
CHA
10 (+0)
Saving Throws STR +14, CON +12, INT +11
Skills Deception +6, Insight +10, Persuasion +6
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 120 ft., Truesight 15 ft., Passive Perception 14
Languages Abyssal, Common, Infernal
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If The Exalted would fail a saving throw, it can choose to succeed instead.

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

Necrosive Poison. The Exalted's claws act as magical. When The Exalted hits with his claws, the claws deals an extra 7 (2d6) necrotic damage and 7 (2d6) poison damage (included in the attack).

Innate Spellcasting. The Exalted can cast the following spells innately, requiring no material components. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks).

At Will: acid splash(4d6), poison spray(4d12), vicious mockery(4d4), arms of hadar, cause fear, dissonant whispers, ray of sickness, tasha's caustic brew, melf's acid arrow, enthrall, hold person, mind spike, ray of enfeeblement, fear

3/Day Each: blight, evard's black tentacles, phantasmal killer, raulothim's psychic lance, shadow of moil, vitriolic sphere, cloudkill, contagion, enervation, mislead, synaptic static

1/Day Each: circle of death, eyebite, harm, finger of death, abi-dalzim's horrid wilting, foresight

Actions

Multiattack. The Exalted makes two attacks with its claws.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit:  21 (5d4 + 8) slashing damage plus 7 (2d6) necrotic damage and 7 (2d6) poison damage.

Acidic Spit (Recharge 5–6). The Exalted spews forth a mass of acidic spit requiring the target(s) to make a DC 20 Constitution saving throw against one of the following effects, taking half damage on a successful save:

  • 30-foot-cone: Taking 13 (2d12) acid damage and 13 (2d12) poison damage on a failed save.
  • 60-foot-line: Taking 14 (3d8) acid damage and 14 (3d8) poison damage on a failed save.
  • A single target within 120 ft.: Taking 14 (4d6) acid damage and 14 (4d6) poison damage on a failed save.
Bonus Actions

Teleport. The Exalted teleports up to 60 feet to an unoccupied space he can see.

Legendary Actions

The Exalted 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. The Exalted regains spent legendary actions at the start of its turn.

Claw (Costs 1 Action). The Exalted makes one Claw attack.

Spellcasting (Costs 2 Actions). The Exalted uses one of its At-Will spells.

 

Previous Versions

Name Date Modified Views Adds Version Actions
3/21/2025 3:47:56 PM
0
0
--
Coming Soon
Gingr96

Comments

Posts Quoted:
Reply
Clear All Quotes