| Mod | Save | ||
|---|---|---|---|
| STR | 26 | +8 | +8 |
| DEX | 11 | +0 | +0 |
| CON | 17 | +3 | +8 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 12 | +1 | +1 |
| CHA | 16 | +3 | +3 |
Demonic Restoration. If the demonlord dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly and revives with all its Hit Points in the Abyss.
Magic Resistance. The demonlord has Advantage on saving throws against spells and other magical effects
Relentless Hunger. When the demonlord is reduced to 0 Hit Points by any damage other than Acid or Fire damage, it doesn’t die or fall Unconscious, and can continue moving and taking actions as usual. The demonlord only dies if it ends its turn with 0 Hit Points, if Radiant or Force damage reduces it to 0 Hit Points, or if it takes Radiant or Force damage while it has 0 Hit Points.
Multiattack. The demonlord makes three Rend attacks. It can replace one attack with a use of (A) Paralyzing Gaze or (B) Spellcasting to cast Melf's Minute Meteors.
Rend. Melee Attack Roll: +13, reach 10 ft. Hit: 15 (2d6 + 8) Piercing damage plus 5 (1d10) Fire damage, and the target is pushed back 10 feet.
Paralyzing Gaze. Constitution Saving Throw: DC 15, up to three creatures that can see the demonlord and that the demonlord can see. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Spellcasting. The demonlord casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15):
At Will: Detect Evil and Good, Melf's Minute Meteors
3/Day Each: Magic Circle, Slow
1/Day Each: Chain Lightning, Cloudkill
Mighty Roar (Recharge 5-6). Constitution Saving Throw: DC 15, each creature in a 60-foot Cone. Failure: The target is Deafened until the end of its next turn.
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the demonlord can expend a use to take one of the following actions. The demonlord regains all expended uses at the start of each its turns.
Frightful Presence. The demonlord uses Spellcasting to cast Fear. The demon can’t take this action again until the start of its next turn.
Strike. The demonlord teleports up to 30 feet and makes a Rend attack.
Description
Chaos demonlords, named for their association with and creation by Krynn's primordial deity Chaos, were locked away in the bowels of the Abyss for millennia until the Irda chose to shatter the Graygem, Chaos' prison as created by Reorx. Upon his release, Chaos chose to also unleash demonlords in the event that became known as the Chaos War.
Standing at 12 feet tall, chaos demonlords had sharp horns and claws, and exuded an aura of terror that sowed discord throughout their foes. Additionally, the demonlords were ruthless and brutal, relishing the chance to destroy and kill almost as much as they enjoyed eating -- often sustaining themselves on the corpses of their enemies.
Lair and Lair Actions
Chaos demonlords make their lairs where they are summoned and rarely move further except at the command of their superiors.
The region containing chaos demonlord's lair is changed by its presence, creating the following effects:
Foul Victuals. Water and food sources within 1 mile of the lair are supernaturally fouled when consumed. A creature that drinks such water or eats fouled food must succeed on a DC 15 Charisma saving throw or have the Poisoned condition for 1 hour.
Unnatural Disaster. Beasts within the lair are Frightened of the demonlord, and are one level more antagonistic toward any other creatures in the lair than would normally be expected (for example, a normally indifferent creature may instead be threatening).
Sun and Storms. While in its lair, the demonlord can cast Control Weather, requiring no Material components and using the same spellcasting ability as its Spellcasting action. When casting the spell this way, the demonlord can control the weather within 1 mile of its lair, regardless if the demonlord is inside or outside.
If the demonlord dies or moves its lair elsewhere, these effects end immediately.
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