Large Fiend, Lawful Evil
AC 21 Natural    Initiative +6 (16)
HP 337 (25d10 + 200)
Speed 40 ft.
Mod Save
STR 24 +7 +14
DEX 22 +6 +13
CON 27 +8 +15
Mod Save
INT 14 +2 +2
WIS 16 +3 +3
CHA 18 +4 +4
Senses Darkvision; Passive Perception 13
Languages Celestial, Common, Draconic, Infernal
CR 21 (XP 33,000; PB +7)
Traits

Brittle Spine. For each Brittle Spine a creature has, the creature takes 3 (1d6) poison damage at the start of each of their turns, and when Morax activates Burrow or Deep Burrow. Spines can only be removed by a Regeneration spell or similar, or by killing Morax.

Devil’s Sight. Magical darkness doesn’t impede Adramalech’s darkvision.

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

Spined Hide. Whenever Morax is hit with a melee attack, the at- tacker takes 7 (2d6) piercing damage and gains 1 Brittle Spine.

Unbreakable Bond. If Morax is reduced to 0 hit points while Brother Adramalech still lives, Morax regenerates 50 hit points at the start of his next turn. This regeneration is interrupted if Brother Adramalech is reduced to 0 hit points before the start of Morax’s turn.

Actions

Multiattack. Morax makes four attacks using his Claw, Spine Fling, or a combination of the two.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
Hit: 17 (3d6 + 7) slashing damage, and the target gains 1 Brittle Spine.

Spine Fling. Ranged Weapon Attack: +13 to hit, range 30/60 ft., one target. Hit: 12 (1d12 + 6) piercing damage, and the target gains 1 Brittle Spine.

Deep Burrow. Morax immediately deals Brittle Spine ongoing damage to all creatures that have at least one Brittle Spine that he can see.

Bone Spikes (Recharge 6). Morax shoves an arm into the ground, rapidly growing bones that erupt at a point he can see within 100 feet of him. Each creature in a 60-foot-radius sphere centered on that point must make a DC 21 Dexterity saving throw, taking 28 (8d6) piercing damage on a failed save, or half as much damage on a successful one. Creatures that fail the save gain 2 Brittle Spines, while creatures that succeed only gain 1 Brittle Spine.

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

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

Claw. Morax makes a Claw attack.
Bone Splinters (Costs 2 Actions). Morax gestures at a creature he can see that has at least 1 Brittle Spine. That creature must succeed on a DC 21 Constitution saving throw or the number of Brittle Spines it has doubles.

Burrow (Costs 2 Actions). Morax bristles the spines within a creature that he can see. The target immediately takes Brittle Spine ongoing damage.

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.

Description

Enter a general description for your monster here.

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.

Abnel_Kadar

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