Large Fiend (Demon), Chaotic Evil
AC 20 Natural Armor    Initiative +6 (16)
HP 230 (20d10 + 120)
Speed 40 ft.
Mod Save
STR 24 +7 +13
DEX 18 +4 +10
CON 22 +6 +12
Mod Save
INT 16 +3 +3
WIS 18 +4 +10
CHA 20 +5 +11
Skills Athletics +20, Intimidation +16, Perception +14
Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Necrotic, Poison; Charmed, Frightened, Poisoned
Gear Glaive
Senses Truesight 120 ft, Passive Perception 20
Languages Abyssal, Common, Telepathy 120 ft
CR 18 (XP 20,000, or 20,000 in lair; PB +6)
Traits

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

Magic Weapons. Zephyrax's weapon attacks are magical.

Azure Fury Aura. Any creature that starts its turn within 20 feet of Zephyrax must succeed on a DC 19 Wisdom saving throw or become frightened until the start of its next turn.

Actions

Multiattack. Zephyrax makes three attacks: two with its Glaive of the Abyss and one with its Tail Lash.

Glaive of the Abyss. Melee Weapon Attack: +13 to hit, reach 10 ft., 1 target. Hit: 25 (3d10 + 7) [Slashing] damage, Hit 14 (4d6) [necrotic] damage.

Tail Lash. Melee Weapon Attack: +13 to hit, reach 10 ft., 1 target. Hit: 19 (2d10 + 7) [bludgeoning] damage. The target must succeed on a DC 19 Strength saving throw or be knocked prone.

Void Pulse (Recharge 5–6). Constitution Saving Throw: DC 20, each creature in a 60-foot-cone. Failure: 45 (10d8) Necrotic damage. Success: Half damage. Creatures that fail are also blinded until the end of their next turn.

Legendary Actions

 Zephyrax 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. Zephyrax regains spent legendary actions at the start of its turn.

Move. Zephyrax moves up to half its speed without provoking opportunity attacks.

Glaive Strike. Zephyrax makes one Glaive of the Abyss attack.

Terrifying Glare (Costs 2 Actions). Zephyrax targets one creature it can see within 60 feet. The target must succeed on a DC 19 Wisdom saving throw or be paralyzed with fear until the end of its next turn.

Description

 Zephyrax is an armored fiend of midnight black and shimmering azure, wielding a massive abyssal glaive. Its presence exudes terror and unearthly authority, and its mastery of dark energy makes it a terrifying foe even for the bravest adventurers.

Lair and Lair Actions

LAIR ACTIONS (Optional)

If encountered in its abyssal lair, Zephyrax can use lair actions on initiative count 20 (losing ties):

- Summon abyssal winds: Each creature within 60 feet must succeed on a DC 18 Strength saving throw or be pushed up to 30 feet away and knocked prone.

- Dark mist rises: Until initiative count 20 on the next round, the area within 60 feet is heavily obscured to creatures other than Zephyrax.

Monster Tags: Demonfiend

Habitat: Any

AkiraTheForbidden

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