Large Fiend (Demon), Chaotic Evil
Armor Class 22 Magical Plate
Hit Points 200 (20d10 + 80)
Speed 40 ft., Fly 60 ft.
STR
20 (+5)
DEX
17 (+3)
CON
18 (+4)
INT
19 (+4)
WIS
16 (+3)
CHA
22 (+6)
Saving Throws CON +9, INT +9, WIS +8, CHA +11
Skills Deception +12, Intimidation +12, Performance +12, Persuasion +12
Damage Vulnerabilities Radiant
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 15
Languages Abyssal, Common, Telepathy 120 ft.
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). If the Chained Arizul fails a saving throw, it can choose to succeed instead.

Aura of Blood Lust. When any other creature starts its turn within 30 feet of Arizul, that creature must succeed on a DC 20 Wisdom saving throw, or it must immediately take the Attack action, making one melee attack against a random creature within reach. If no creatures are within reach, it makes a ranged attack against a random creature within range, throwing its weapon if necessary.

Feed on the Crowd. Whenever a creature within 60 feet of Arizul dies, the master gains 15 temporary hit points and has advantage on all attack rolls, ability checks, and saving throws until the end of its next turn.

Innate Spellcasting. Arizul’s innate spellcasting ability is Charisma (spell save DC 20). The master can innately cast the following spells, requiring no material components:

At will: Charm Person(as a 3rd-level spell), Crown of Madness

1/day: Dominate Person, Confusion.

Legendary Resistance (3/Day). If the Arizul fails a saving throw, it can choose to succeed instead.

Resistance. Arizul has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Arizul makes two melee attacks with its spear.

Spear. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (2d6 + 7) piercing damage, or 136(2d8 + 7) piercing damage if used with two hands to make a melee attack, plus 13 (3d8) psychic damage and 7 (2d6) fire damage.

Captivating Presence (Recharge 6). Each creature within 120 feet of Arizul must succeed on a DC 20 Wisdom saving throw or be charmed by Arizul for 1 hour. While charmed in this way, a creature’s speed is 0. If the charmed [Tooltip Not Found] takes damage, it can repeat the saving throw, ending the effect on itself on a success. A target that succeeds on the saving throw is immune to Captivating Presence for the next 24 hours.

Legendary Actions

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

Spear Attack. Arizul makes one melee attack with his spear.

Compel Demon (Costs 2 Actions). An allied demon within 30 feet of Arizul uses its reaction to make one attack against a target of Arizul's choice that he can see.

Maneuver Position. Arizul can move up to half his movement without provoking an attack of opportunity.

kRin55

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