Huge Fiend, Chaotic Evil
Armor Class 19 Natural
Hit Points 235 (16d12 + 131)
Speed 40 ft., climb 40 ft., swim 30 ft.
STR
24 (+7)
DEX
18 (+4)
CON
21 (+5)
INT
12 (+1)
WIS
10 (+0)
CHA
14 (+2)
Damage Immunities Fire
Senses Blindsight 30 ft, Darkvision 120 ft, Passive Perception 14
Languages Abyssal, Common, Draconic
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Skills. Athletics +8, Perception +4, Stealth +8

Legendary Spell Resistance (3/day). If the abyssal vermillion fails a saving throw against a spell, it can choose to succeed instead. When under the effects of a spell that has no saving throw, the abyssal vermillion may expend two uses of legendary resistane to end the spell.

Magic Weapons. The abyssal vermillion's weapon attacks are magical.

Pounce. The the abyssal vermillion moves at least 20ft straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 16 Strength saving throw or be knocked prone. The the target is knocked prone, the abyssal vermillion can make an attack with its bite against it as a bonus action.

Spell Reflecting Hide. The abyssal vermillion gains advantage on all saving throws against spells. If the abyssal vermillion succeeds at a saving throw against a spell or is missed by a spell attack, and the spell targets only the abyssal vermillion, the spell is stored within the abyssal vermillions hide. The abyssal vermillion may later release this energy (see legendary actions); it may only store one spell at a time, however.

Actions

Multiattack. The abyssal vermillion makes three attacks: one with its bite, one with its claw, and one with its tail.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit 20 (4d8+2) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained and the abyssal vermillion can't bite another target.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit 14 (2d8 + 5) slashing damage.

Tail. +7 to hit, reach 15 ft, one target. Hit 12 (2d8 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone and pushed 10 ft in a direction of the abyssal vermillion's choosing.

Legendary Actions

The abyssal vermillion 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 creatures turn. The abyssal vermillion regains spent ledendary actions at the start of its turn.

Deadly Speed. The abssal vermillion moves its speed and makes a claw attack. This movement doesn't provoke an attack of opportunity. 

Flurry of Claws (Costs 2 actions). The abyssal vermillion unleashes a flurry of claw attacks. Each creature within 10ft of the abyssal vermillion must succeed on a DC 14 Dexterity saving throw or take 14 (2d8 + 5) slashing damage and be knocked prone.

Lave-Oozing Hide. Until the start of the vermillion's next turn, any creature that touches the vermillion of hits it with a melee attack while within 5ft of it takes 7 (2d6) fire damage.

Release Stored Spell. The abyssal vermillion releases a spell it has stored with spell-reflecting hide. The stored spell targets a creature within the range of the spell, as if the abyssal vermillion was the caster. The stored spell uses the spell slot level, save DC, attack bonus, and spellcasting ability of the original caster.

Tail Attack. The abssal vermillion makes a tail attack.

Description

The ancient red dragon Volcamathar achieved renown for the terrible evil she inflicted upon the world of Mythras. Never defeated, her evil grew so great that she instead slipped into the abyss. Once there, she wove a pact with a demon. The result of her trysts with that demon are the abyssal vermillions. When the mood strikes her she sends an abyssal vermillion to Mythras to ensure that the world never forgets her wrath.

An abyssal vermillion is a cunning creature, combining demonic and draconic ancestry. It dwells in areas of intense heat such as volcanoes. Immunity to fire allows it to swim through lava, a tactic it uses to approach foes undetected. If often begins battle with its terrifying roar and then pounces on the surprised foes. Its long tail can be used to push unsuspecting foes into lava or over a precipice. Its spell absoption allows it to nuetralize spellcasters, and it enjoys flinging spells back at casters or other more fragile targets who are trying to stay out of melee range.

Lair and Lair Actions

On initiate count 20 (losing initive ties), the abyssal vermillion takes a lair action to cause one of the following effects; the abyssal vermillion can't use the same effect two rounds in a row:

Bubbling Lava: A bubble of lava emerges from a 5ft square containing lava and explodes. Creatures within 10ft of the chosen lava square take 2d6 fire damage.

Collapsing walkway. A 10ft square area of ground becomes lava. Any creature standing on that section can make a DC 14 athletics check to jump to an adjacent square.

Falling Stalagmite. A stalagmite falls from the ceiling above one creature the abyssal vermillion can see. The creature must succeed on a DC 15 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. 

 

Monster Tags: fiend

JGrantz62

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes