Medium Fiend, Lawful Evil
Armor Class 16 Natural Armor
Hit Points 124 (20d10 + 16)
Speed 60 ft.
STR
18 (+4)
DEX
30 (+10)
CON
10 (+0)
INT
20 (+5)
WIS
25 (+7)
CHA
18 (+4)
Saving Throws STR +11, DEX +23, CON +5, INT +13, WIS +18, CHA +13
Damage Vulnerabilities Radiant
Damage Resistances Cold
Damage Immunities Acid, Fire
Gear Fiendabow, infinite arrows
Senses Darkvision 300 ft., Passive Perception 18
Languages Daemonic
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Spellcasting. The Aelita is a 15-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 21, +13 to hit with spell attacks). Aelita has the following spells prepared:

 At Will: Druidcraft,  Pass without a trace

4/day: Longstrider, Fireball (Level 7)

1/day: Disentagrate

 

Actions

 

Fiendabow.  Ranged Weapon Attack: +13 to hit, reach 180/360 ft., 1 target. Hit:  3D8 + 5 piercing and a ball of fire follows dealing 8D6 Fire damage

Primal Heat. Melee Weapon Attack: +16 to hit, 1 target. Aelita's hands change into the huge claw filled hands of the demon Balor  striking with power and heat. 9D4 Slashing damage and 8D6 Fire damage.

Bonus Actions

Hunter's Fury.  Can cast Huntersmark on a target as a bonus action. If there is already an active Huntersmark, it stays active. Huntersmark does not require concentration.

Reactions

Vitality of the Wild. After taking damage, Aelita can roll a total amount of hit die equal to 1/4 of the damage taken. No more than twenty hit die at a time

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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.

Habitat: Planar (Nine Hells)

Fighterareawesome

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