Huge Fiend (Daemon), Chaotic Evil
AC 18 Natural Armor    Initiative +7 (17)
HP 220 (20d12 + 100)
Speed 40 ft., Fly 60 ft.
Mod Save
STR 24 +7 +13
DEX 16 +3 +9
CON 18 +4 +10
Mod Save
INT 12 +1 +1
WIS 10 +0 +0
CHA 15 +2 +2
Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Fire, Poison; Charmed, Frightened, Poisoned
Senses Darkvision 60ft; Passive Perception 14
Languages Abyssal, Common, Telepathy
CR 17 (XP 18,000; PB +6)
Traits

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

Slaughterthirst: If the Bloodthister moves at least 10ft before attacking, it adds 1d6 to its attack rolls and can reroll any damage dice on a 1 or 2. 

Daemon Lord of Khorne: The Bloodthirster acts as a symbol of bloodlust, inspiring nearby fiends into a state of rage. Each friendly fiend within 60 ft able to see the Bloodthirster gains advantage on strength saving throws and adds 1d6 to attacks made against non-fiend creatures.

Fury's Cage: When the Bloodthirster makes its first attack on a turn, it can decide to attack recklessly. It gains advantage on strength based attacks that turn, but it takes 11(1d12+4) necrotic damage as it strains its body.

Actions

Multiattack: The Bloodthirster uses it Hellfire breath if it can then makes three attacks, two sweeps and one strike with its Greataxe of Khorne

Greataxe of Khorne: 

               Sweep: Melee Weapon Attack: Roll +13, reach 5ft. Hit 15 (2d8+7) slashing damage. Cleave: for each sweep attack made, make a second attack against a different target. Roll +13, reach 5ft. Hit 8 (2d8) slashing damage

               Strike: Melee Weapon Attack: Roll +13, reach 10ft. Hit  27 (4d10+7) slashing damage. If the target is a creature, it must make a DC 21 strength saving throw or be knocked prone.

Hellfire Breath(Recharge 5-6): Dexterity Saving Throw: DC 19, each creature within a 30 ft cone. Failure: 10 (3d6) fire damage. Success: Half damage.

 

Reactions

Murdercall: As a reaction when a creature moves within 30ft of the Bloodthirster while no other creature is within it reach, the Bloodthirster can move 30 ft towards that creature and immediately make one sweep sweattack with its Greataxe of Khorne.

Legendary Actions

Legendary action uses: 2. Immediately after  another creatures turn, the Bloodthirster can take one of the following actions. The Bloodthirster regains all uses at the start of its turn.

Relentless Carnage. Each creature within 10 ft of the Bloodthirster must make a DC 18 CON save or take 16 (8d4) Force damage

Fade to Darkness (2 uses). Only usable if the Bloodthister dealt a total of 50 or more damage with its Greataxe of Khorne attacks on its last turn. The Bloodthirster steps back through a Twilit portal, not provoking attacks of opportunities. As a bonus action on it's next turn, the Bloodthirster reappears through another Twilit portal anywhere within 60ft of it's original position. Each creature within 30ft of the portal must make a DC 19 DEX save or be pulled 10ft towards the portal. 

Malice Made Manifest. Each creature below half their max HP within 60ft of the Bloodthirster must make a DC 18 WIS save or become frightened.

Call to Action. The Bloodthirster chooses a visible creature within 60ft. Each fiend (Max 2) with a lower CR that is able to make a melee attack against that creature does so immediately. 

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

A champion of Khorne, Chaos God of War, the Bloodthirster dominates the battlefield with its massive stature and deadly Greataxe. It inspires nearby demons to spill blood in the name of the Blood God, acting as a terrifying symbol of destruction. BLOOD FOR THE BLOOD GOD, SKULLS FOR THE SKULL THRONE, BLOOD FOR THE BLOOD GOD, SKULLS FOR THE SKULL THRONE

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.

Ballsucker12

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