Large Fiend (Demon), Chaotic Good
AC 18 (breastplate, shield)    Initiative +5 (15)
HP 195 (26d8 + 78)
Speed 30 ft., Fly 30 ft.
Mod Save
STR 12 +1 +1
DEX 21 +5 +11
CON 17 +3 +9
Mod Save
INT 15 +2 +2
WIS 11 +0 +6
CHA 20 +5 +11
Skills Acrobatics +11, Arcana +14, Investigation +8, Perception +12, Persuasion +11, Survival +6
Immunities Poison; Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft, Truesight 30 ft; Passive Perception 22
Languages Abyssal, Common, Telepathy 120 ft
CR 18 (XP 20,000; PB +6)
Traits

Legendary Resistance (3/Day). If Asrial fails a saving throw, they can choose to succeed instead.

Special Equipment. Asrial wears Winged Boots, which grant them a flying speed (included in them statistics).

Bolstering Aura. At the start of their turn Asrial radiates an aura empowering their allies with courage. Any ally in the aura may add a d8 to one d20 test they make before the start of Asrial's next turn. 

 

Actions

Multiattack. Asrial makes two Radiant Blade attacks and uses Bursting Benediction.

Radiant Blade. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 13 (3d8) radiant damage.

Bursting Benediction. Asrial causes a burst of magical energy to envelop one creature they can see within 60 feet of themself. The target must make a DC 19 Dexterity saving throw, taking 40 (9d8) force damage on a failed save, or half as much damage on a successful one. Asrial or another creature that they can see within 60 feet of themself then regains 10 hit points.

Spellcasting. Asrial casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19):

At will: Guidance, Light, Thaumaturgy

2/day each: Bless, Freedom of Movement, Greater Restoration, Plane Shift (self only), Protection from Evil and Good, RevivifyRaulothim's Psychic LanceHold Person

1/day each: Dominate Monster, Geas, Otto's Irresistible Dance

Bonus Actions

Empowering Aegis (Recharge 4–6). Asrial summons a spectral version of their shield, which orbits and bolsters one creature of Asrial's choice that they can see within 60 feet of themself. The spectral shield lasts until the start of Asrial’s next turn. While the shield is orbiting the creature, the creature has half cover, is immune to the frightened condition, and makes weapon attack rolls with advantage.

Reactions

Guardian Aura. Whenever a creature of Asrial's choice within 30 feet of them makes a saving throw, Asrial can give the creature advantage on the saving throw.

Legendary Actions

Asrial can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Asrial regains spent legendary actions at the start of their turn.

Brazen Strike. Asrial makes one Radiant Blade attack.

Nimble Sprint. Asrial moves up to their speed. This movement doesn’t provoke opportunity attacks.

Cast a Spell. Asrial uses Spellcasting.

Hyrogenes

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