Medium Undead (Angel, Demon, Elf), Chaotic Evil
Armor Class 22 Natural armor
Hit Points 420 (30d12 + 8)
Speed 30 ft.
STR
30 (+10)
DEX
18 (+4)
CON
27 (+8)
INT
20 (+5)
WIS
18 (+4)
CHA
22 (+6)
Saving Throws STR +17, DEX +11, CON +15, WIS +11
Skills Athletics +10, Deception +8, Perception +8
Damage Vulnerabilities Radiant
Damage Resistances Cold, Force, Psychic
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Poisoned
Senses Darkvision out to 60 ft., Passive Perception 17
Languages Abyssal, Common, Undercommon
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance(3/day).  If Arkez fails a saving throw, he can choose to succeed instead.

Rage.  As a bonus action, Arkez can go into a rage.  While raging, Arkez has advantage on strength checks and strength saving throws, and gains a +3 bonus to damage rolls, and can't cast spells. His rage ends after one minute and ends early if he is  knocked unconscious or if Arkez's turn ends and he hasn't attacked a hostile creature or taken damage since his last turn. Arkez can rage three times per day.

Demonic Weapons.  Arkez does an extra 2d4 fire damage when he hits with a melee attack (not included in the attack).

Magic Weapons.  Arkez's attacks are magical.

Aggressive. As a bonus action, Arkez can move up to half its speed toward a hostile creature it can see.

Thirst for blood.  If Arkez would hit with a melee attack, if the creature has half its hit points, Arkez deals that much damage plus 1d4.

 Innate Spellcasting. Arkez's spellcasting ability is Charisma (spell save DC 21).  Arkez can innately cast the following spells, requiring no material components.

1/day each: Wall of stone, Evards Black Tentacles

2/day each: Alter Self, Hold Person, Vampiric Touch, False Life

Actions

Multiattack.  Arkez makes four melee attacks or three ranged attacks.

Conjure servants.  Arkez conjures three servants. The servants use the knight statistics in the Monster Manual. The knights are under Arkez's control. Arkez can use a bonus action to command the knights to attack or move. Arkez can only have three servants at a time.  If Arkez dies, the servants disappear.  Arkez can dismiss the knights as a bonus action.

Greatsword. Melee Weapon Attack: + 18 to hit, reach 5 ft., 1 target. Hit: 20 (4d6 + 8) slashing damage plus 6 (2d6) necrotic damage . 

Longbow. Ranged Weapon Attack: +18 to hit, range 20/150 ft., 1 target. Hit: 20 (4d6 + 8) piercing damage plus 8 (2d8) poison damage.

Reactions

Parry. Arkez adds 5 to its AC against one melee attack that would hit it.  To do so Arkez must see his attacker and be wielding a melee weapon.

Legendary Actions

Arkez can take three 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 creatures turn. Arkez regains spent legendary actions at the start of his turn.

Greatsword.  Arkez makes a greatsword attack.                                                                             

Scream of Rage.  Arkez screams in rage. Each creature within 150 ft. of him must succeed on a DC 18 wisdom saving throw or be frightened for one minute.                                           

Demonic Wings (Costs 2 Actions).  Huge batlike, leathery wings sprout from Arkez's back. He gains a flying speed of 60 ft.  The wings last until the end of his next turn.  He falls if he is still aloft.

 

Monster Tags: DemonAngelundeadfiendelf

Habitat: ForestGrasslandMountainSwampUnderdark

Fremorn_Foechuckle

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