Medium Fiend, Chaotic Evil
Armor Class 18 Natural
Hit Points 116 (18d10 + 5)
Speed 60 ft., Walk 30 ft., Climb 15 ft., Swim 30 ft. The Annihilator Fiend will try to avoid water deeper than what it can stand in. But if it is forced to, the fiend is a capable swimmer.
STR
18 (+4)
DEX
16 (+3)
CON
20 (+5)
INT
20 (+5)
WIS
18 (+4)
CHA
22 (+6)
Saving Throws CHA +12
Skills Athletics +15, Deception +18, Intimidation +15, Perception +15
Damage Resistances Necrotic, Damage from Spells
Damage Immunities Fire
Condition Immunities Charmed, Frightened
Senses Blindsight 20', Darkvision 120', Truesight, Passive Perception 15
Languages Abyssal, All The Annihilator Fiend is bestowed fluent command of all languages necessary to carry out its expectations when deployed to a region. Therefore, each A.F. is unique in its language knowledge. All A.F. will know the full list of additional languages noted., Common, Infernal, Undercommon Common, Abyssal, Underdark
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Annihilator fiends are highly proficient sorcerers or warlocks. They enjoy reanimating the dead, and are adept at causing  trouble for mortals through the dark arts of necromancy. The majority of their spell casting is related to this inclination in some way or another. 

Inhibit Communion - The natural evil aura of the annihilator fiend causes a serious disturbance for any creatures attempting to commune with any Good-aligned deity. This trait is always in effect and carries a DC 16 challenge within a 60 feet radius if Annihilator is within unobstructed eyesight of the target. The difficulty reduces by one for every 10 feet further away, up to a distance of 100 feet. If there is no line of sight between the target and the annihilator fiend, or the annihilator fiend is incapacitated, this effect is nullified. The target and the annihilator fiend must see one another for the effect to engage. Once engaged it remains so until the target has moved out of range or out of the fiend's eyesight.

Fear Aura. Any creature hostile to the annihilator fiend that starts its turn within 20 feet of the annihilator fiend must make a DC 21 Wisdom saving throw, unless the annihilator fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the annihilator fiend's Fear Aura for the next 24 hours.

The annihilator fiend has advantage on saving throws against spells and other magical effects.

The annihilator fiend's spellcasting ability is Charisma (spell save DC 21). The Annihilator can innately cast the following spells, requiring no material components:

At will: detect magic, fireball

3/day each: hold monster, wall of fire

Actions

Multiattack. The annihilator fiend makes three attacks: one with its bite, one with its claw,  and one with its tail. The annihilator fiend may direct each of these attacks toward three different targets within range.

Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Regenerate. If encountered on the material plain, at the end of each round, and as a bonus action, the annihilator fiend can choose to regenerate up to 2d6 hit points, provided it has not already been slain. These are not temporary hit points. If encountered on the Abyssal plain, the annihilator fiend will regain all 12 points at the end of each round, even within one minute of having been slain.

Polymorph self. At any time, the annihilator fiend can take the form of any humanoid creature with which it is familiar; this can be a specific individual, or any general facsimile of a race.  The effect lasts until the annihilator fiend chooses to dismiss it.

 

Description

 This tall (6' - 8', 250 pounds) winged fiend stands fully erect on its two human-like feet. When encountered in a non-threatening manner, the annihilator fiend will appear to be any random humanoid creature. The black, fleshy, opaque wings seem undersized for the creature's body, but carry it swiftly and silently with little effort. A thick, tough, hide similar to that of a rhinoceros, and looks as if it has just been pulled from the ashes of a raging fire, protects the annihilator fiend from slashing, bludgeoning and elemental damage. All non-magical weapons of these types are at disadvantage to cause damage to the annihilator fiend; critical hits disregard the disadvantage and deal normal, non-critical damage. Born in the fires of the Abyss, the annihilator fiend is immune to any fire damage.

They can look a bit like humans, but their hell-born traits are too off-putting to the general population for any annihilator fiend to assimilate and function in any normal society. For this reason, they take the form of a typical specimen of an accepted race.  They tend to all have large, solid colored orbs where their eyes should be, much like a reptile. They are very likely to have hellish horns on their skulls, much like any number of cloven-hoofed farm animals. 

Their arms hang exceedingly long for their body, and end at two branchy claws with the talons of a predator.   If an annihilator fiend should open its mouth among  company, one would be instantly repulsed by what appears to be the mouth of a small dragon, canines sharpened to the finest points and gleaming brilliantly white. But, it’s the stench that repels. The monster’s open maw emits the most putrid air, as if wafted from the bowels of a crypt. It is enough to nauseate the staunchest of constitutions!  The tail is not thick and muscular like that of a drake or dragon, but long, strong, and prehensile, and is nearly often employed as a weapon in combat.  Still, his nightmarish outward appearance does not give one the full idea of the dark, withered soul within. The word ‘vile’  does not quite reach the truth of it.  Annihilator fiends are no more than a demons dispatched to walk among immortals and terrorize them to any extent they can manage.

Annihilator fiends try their best to live normal, unobtrusive lives among their chosen mortal community. They instead conduct their mischief surreptitiously, and under cover of dark. Some have been known to become so arrogant after a long period of wreaking havoc with impunity that they abandon all attempts to hide their true selves; though they still try to remain isolated.

Lair and Lair Actions

Annihilator fiends are typically found in abandoned (or commandeered) castles or large mansions of some kind, where they can create underground living and working quarters. They will surround themselves with several layers of innumerable guardians. These guardians will all be creatures the annihilator fiend has created or reanimated. Among the typical guardians are litches, death knights, all manner of zombies and undead creatures, ghosts, constructs, etc. So the annihilator fiend can work in relatively undisturbed quite, there really is no limit to what type of creature or trap an annihilator will engage as its lair protection. And there is no telling how far from its lair an adventurer will encounter the first layer of defense.

 

Previous Versions

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10/18/2020 3:38:42 PM
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Monster Tags: DevilDemon

SonofPlantagenet

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