Huge Fiend (Demon), Chaotic Evil
Armor Class 20 (natural armor)
Hit Points 262 (21d12 + 126)
Speed 80 ft.
STR
16 (+3)
DEX
18 (+4)
CON
22 (+6)
INT
18 (+4)
WIS
16 (+3)
CHA
26 (+8)
Saving Throws STR +11, CON +14, WIS +11, CHA +16
Damage Vulnerabilities Cold
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Poisoned
Senses Truesight 120 ft., Passive Perception 13
Languages Abyssal, Telepathy 120 ft.
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Fire Aura. At the start of each of Alzrius turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the demon or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

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

Magic Weapons. The demon's weapon attacks are magical.

Body of Fire. If Alzrius is targeted with fire damage he gains temporary hit points equal to the damage dealt

Actions

Multiattack. The demon makes two attacks: one with its longsword and one with its whip.

Longsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) fire damage. If the demon scores a critical hit, it rolls damage dice three times, instead of twice.

Flame Whip. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the demon.

Teleport. Alzrius magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to any open flame

Fire Breath (Recharge 5–6). The demon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Reactions

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

Legendary Actions

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

Forge of Flame. The demon forges an illusion of himself from any source of flame within 60 feet. The illusion takes its turn after the demon. It can take illusory actions but deals no damage apart from the Fire Aura special trait. The demon can swap places with the illusion as a bonus action. It is revealed as an illusion with a DC 15 Investigation check. Physical interaction does not reveal this to be an illusion.

Pillar of Flame. Range80 feet, Duration: 30 seconds.Thee demon creates a pillar of flame on ground that it can see within range. Until the spell ends, the pillar fills a 5-foot cube. Any creature in the pillar's space when you cast the spell must succeed on a DC 15 Dexterity saving throw or take 4d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.

The bonfire ignites flammable objects in its area that aren’t being worn or carried.

Submerge into Flame (Costs 2 Actions). The demon dissolves into a raging fire and can move up to half its movement speed without provoking attacks of opportunity and can move through creatures as if they were difficult terrain. Any creature that the demon passes through must make a DC 15 Dexterity saving throw, taking 4d6 damage on a failed save or half as much damage on a successful one

Description

One of the earliest sources of discord in the multiverse is the quiet rage of the oppressed that explodes into fiery conflict. This is what keeps Alzrius, The Lord of Infernal Light kindled. Alzrius lights the torches of the mobs of peasants lashing out during hunger riots. Alzrius stokes the fires of revolution and burns the cities of tyrants to the ground. The Obyrith lord is the enemy of law and order, and while he does not sow the seeds of contempt he is always ready to harvest its fruits. His chosen are the leaders of rebellions and his own personal armies. The gift he gives is a piece of himself, a piece of the eternal flame.

Alzrius is the Lord of the Flowing Flame, and rules layer 601 of the Abyss, Conflagratum. His physical form is actually a large pillar of flame, and when his armies go on a campaign, the leader of the armies carries a piece of Alzrius's body as a torch.

Lair and Lair Actions

Lair Actions

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

  • Magma erupts from a point on the ground the demon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
  • Boiling steam fills a 20-foot-radius sphere centered on a point the demon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) Fire damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) Fire damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the demon uses this lair action again or until the demon dies.
  • The demon casts Wall of Fire. Both sides of the wall deal damage, but the wall pushes characters out of the wall without damaging them on its creation. The wall requires no concentration and lasts until this action is used again or the demon dies.

Monster Tags: Demon

Beetlesmuffins

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