Large Fiend, Chaotic Evil
AC 22    Initiative +6 (16)
HP 625 (50d10 + 350)
Speed 40 ft., Fly 40 ft. Hover
Mod Save
STR 26 +8 +32
DEX 22 +6 +6
CON 24 +7 +30
Mod Save
INT 20 +5 +5
WIS 22 +6 +28
CHA 26 +8 +32
Skills Deception +16, Insight +14, Intimidation +16, Perception +14, Persuasion +16
Resistances Bludgeoning, Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained
Senses Truesight 120 ft.; Passive Perception 24
Languages Abyssal, Common, Telepathy
CR 25 (XP 75,000; PB +8)
Traits

Innate Spellcasting. The Crossroads Demon's innate spellcasting ability is Charisma (spell save DC 24). It can innately cast the following spells, requiring no material components:

At will: charm person, disguise self, suggestion 3/day each: dominate person, modify memory, plane shift (self only) 1/day each: feeblemind, mass suggestion

Legendary Resistance (3/Day). If the Crossroads Demon fails a saving throw, it can choose to succeed instead.

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

Pact Weaver. When a creature within 60 feet of the Crossroads Demon makes a Charisma (Persuasion) or Charisma (Deception) check targeting the demon, the demon can choose to treat the result of the check as a 25.

Actions

Multiattack. The Crossroads Demon makes two Soulrever Scythe attacks and can use its Pact of Whispers.

Soulrever Scythe. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 35 (5d10 + 8) slashing damage plus 18 (4d8) necrotic damage. The target must succeed on a DC 24 Constitution saving throw or have its hit point maximum reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Demonic Grasp. Melee Weapon Attack +13 to hit, reach 5ft.., one creature. Hit: 19 (3d8+6) bludgeoning damage, and the target is grappled (escape DC 21). Until this grappled ends, the target is restrained, and the demon can't use it's Demonic Grasp on another target. 

Bargain of Temtaion (Recharge 5-6). The Crossroads Demon extends its hand, and shadowy energy erupts in a 30-foot radius centered on itself. Each creature in that area must make a DC 24 Wisdom saving throw. On a failed save, a creature takes 45 (10d8) psychic damage and is frightened until the end of its next turn. On a successful save, a creature takes half as much damage and isn't frightened.

Bonus Actions

Shadow Step. The Crossroads Demon teleports up to 60 feet to an unoccupied space it can see. Both the space it teleports from and its destination must be in dim light or darkness.

Change Shape. The Crossroads Demon can change its Shape into a humanoid creature or beast the same size or smaller or it's true form. Any equipment it is wearing or carrying isn't transformed. It reverts to it's true form if it dies. 

Reactions

Twist Fate. When a creature within 60 feet that the Crossroads Demon can see succeeds on a saving throw, the demon can force that creature to reroll the saving throw and use the lower result.

Legendary Actions

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

Scythe Attack. The Crossroads Demon makes one Soulrever Scythe attack.

Whispers of Doubt. One creature within 60 feet must succeed on a DC 24 Wisdom saving throw or be frightened until the end of its next turn.

Crossroads Shift (Costs 2 Actions). The Crossroads Demon teleports up to 60 feet to an unoccupied space it can see. This action does not require dim light or darkness.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

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.

Monster Tags: Demon Lord

jmullins1991

Comments

Posts Quoted:
Reply
Clear All Quotes