Gargantuan Fiend (Demon, Devil, Shapechanger), Chaotic Evil
Armor Class 25 (natural armor)
Hit Points 615 (30d20 + 300)
Speed 60 ft., Fly 120 ft.
STR
30 (+10)
DEX
10 (+0)
CON
30 (+10)
INT
26 (+8)
WIS
26 (+8)
CHA
30 (+10)
Saving Throws STR +19, DEX +9, WIS +17
Skills Arcana +17, Perception +26, Religion +17
Damage Immunities Acid, Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned, Stunned
Senses Darkvision 240 ft., Truesight 120 ft., Passive Perception 36
Languages Common, Draconic, Infernal
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Innate Spellcasting (3/Day). Ankleg can innately cast bane, counterspell, divine word, doubt, Forbiddance, Harm, plane shift, slow, teleport (spell save DC 26). His spellcasting ability is Charisma.

Legendary Resistance (5/Day). If Ankleg fails a saving throw, he can choose to succeed instead.

Limited Damage Resistance.  Ankleg has resistance to damage and natural effects caused by attacks or natural effects from all weapons or creatures except those caused by creatures of a good moral alignment.

Limited Magic Immunity. Unless he wishes to be affected, he is immune to spells of 6th level or lower except those cast by creatures of a good moral alignment. She has advantage on saving throws against all other spells and magical effects.

Magic Weapons. Ankleg's weapon attacks are magical.

Multiple Aspects. Ankleg can take one reaction per turn, rather than only one per round. She also has advantage on saving throws against being knocked unconscious. If she fails a saving throw against an effect that would stun a creature, one of her unspent legendary actions is spent.

Overwhelming Authority. Creatures that are of Evil alignments automatically fail any saving throw that Ankleg forces them to make.  On a failed save even if they are immune to its effect the effect takes hold.  Creatures that are of Neutral alignments have disadvantage against any saving throw Anklegs forces them to make. On a failed save even if they are immune to its effect the effect takes hold. Creatures that are of  good alignment make their saving throws normally, but on a failed save even if they are immune to an effect it takes hold and they have advantage on subsequent checks against the effect..  

Regeneration. If Ankleg has at least 1 hit point, he regains 30 hit points at the start of his turn.

Shapechanger. Ankleg can use his action to polymorph into any creature, or back into his true form. His statistics are the same for whichever form he takes except for his speed and size.  These are taken from the form of whatever creature he has chosen.

Whip Master. Ankleg has mastered the art of the whip and can perform manuevers most others cannot.  He can make a grapple check against his opponents when using a whip.  The whip can only grapple a single creature at a time. When he uses this feature the taget must succeed on a DC 26 Athletics or Acrobatics check or be restrained until the grapple ends. To end the grapple a creature must spend its action untying the whip from the victim or the victim must use its action to succeed on a DC 26 Athletics check. The folowing options are available to Ankleg when he has someone restrained in this manner.

  • Reel In. He can use his bonus action to drag the creature grappled by the whip towards him.  To do so Ankleg must succeed on a strength contest. If he succeeds, the creature or object is dragged 20 feet towards him.
  • Trip. Ankleg can use his bonus action to use his whip to trip up a creature with in his reach.  To do so Ankleg must make a grapple check against the creature.  If he succeeds, the creature is knocked prone.

 

Actions

Multiattack. Ankleg can use one of his Presence or effect options or cast a spell. He then makes three attacks: one with his claws, one with his whip and one with his tail.  If he is in his polymorphed form he makes three attacks with the forms natural weapon. If the polymorphed form is humanoid he can make three Whip of Chaos attacks.

Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: 28 (4d8 + 10) piercing damage.

Whip of Chaos. Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: 24 (4d6 + 10) slashing damage plus 22 (4d10) damage the type of which is determined by rolling 1d8.

  1. Acid (Acrid green yellow)
  2. Cold (Light blue)
  3. Fire (Red orange)
  4. Force (Black)
  5. Lightning (White)
  6. Poison (Green)
  7. Psychic (Transparent Purple)
  8. Thunder (Invisible)

Choleric Effect.  Each creature of Anklegs choice that is within 240 feet of Ankleg must succeed on a DC 27 Wisdom Saving throw or become charmed by him until it is released from the effect or succeeds on a wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.  If the creature is successful on the save or the effect ends for it then it has resistance to this effect for the next 24 hours.

Frightful Presence. Each creature of Ankleg's choice that is within 240 feet of Ankleg and aware of him must succeed on a DC 27 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Ankleg's Frightful Presence for the next 24 hours.

Haughty Effect. Each creature of Ankleg's choice that is within 240 feet of Ankleg must succeed on a DC 27 intelligence saving throw of become overconfident. When a creature starts its turn overconfident they must attack recklessly in the same manner as a barbarian attacks recklessly.  If the creature's saving throw is successful or the effect ends for it, the creature is resistant to Ankleg's Haughty Effect for the next 24 hours.

Paralyzing Presence. Each creature of Anklegs  choice that is within 240 Feet of Ankleg and aware of him must succeed on a DC 27 Constitution Saving throw or become paralyzed.  The paralyzed creatures may repeat the saving throw at the end of their next turn.  If the creature's saving throw is successful or the effect ends for it, the creature is immune to Ankleg's Paralyzing presence for the next 24 hours.

Legendary Actions

Ankleg can take 5 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. Ankleg regains spent legendary actions at the start of his turn.

Ankleg's legendary action options are associated with his 4 demon aspects. Once Ankleg chooses a legendary action option for one of his aspects, he can’t choose another one associated with that head until the start of his next turn.

Aspect of Hate: Berserking Strike (Costs 2 Actions). Ankleg makes a claw attack. On hit in addition to the damage the creature must succeed on a DC 27 Wisdom saving throw or go berserk.  Whenever a creature starts its turn berserked it must attack the nearest creature to its self giving favor to the smallest creature in range.  The effected creature repeats the saving throw at the end of its next turn.

Aspect of Lust: Kiss of Infatuation. Melee Spell Attack: +19 to hit, reach 5 ft., one creature.  Hit: 65 (10d10+10) necrotic damage.  The creature must succeed on a DC 27 constitution saving throw or it becomes charmed and half the damage is absorbed by Ankleg as temporary hit points which can be added on top of other temporary hit points he already has.  If the creature is charmed then he absorbs all the damage as temporary hit points.  at the end of the effected creatures next turn they may repeat the saving throw against this.  When the creature succeeds on the saving throw or the effect is ended on it, they are immune to the effects of Ankleg's Kiss of Infatuation for 24 hours.

Aspect of Fear: Mark of the Lotus (Cost 2 Actions). Ankleg makes a claw attack.  On hit in addition to the damage the creature must succeed on a DC 27 Charisma saving throw or 4 petaled flower tattoo appears from the wound.  When the flower takes hold then the critical hit range against that creature increases by 1/ flower. On a critical hit against the creature must make a DC 27 Constitution saving throw if the hit drops them below 100 hit points.  On a failed save, the creature is knocked unconscious. if the creature has at least one of the lotus flowers marking them.

Aspect of Pride: Self Preservation (Costs 2 Actions). Ankleg sacrifices up to 10 of his followers to gain 1d10+8 hp per creature that was sacrificed

Breath of Chaos. Ankleg breaths chaootic energy in a 90-foot cone.  Each creature in that area must make a DC 27 Dexterity saving throw, taking 91 (26d6) damage on a failed save, or half as much damage on a successful one.  the damage of the cone is determined by the roll of 1d8.

  1. Acid (Acrid green yellow)
  2. Cold (Light blue)
  3. Fire (Red orange)
  4. Force (Black)
  5. Lightning (White)
  6. Poison (Green)
  7. Psychic (Transparent Purple)
  8. Thunder (Invisible)

Cast a Spell.  Ankleg can cast one of his spells.

Whip of Chaos. Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: 24 (4d6 + 10) slashing damage plus 22 (4d10) damage the type of which is determined by rolling 1d8.  

  1. Acid (Acrid green yellow)
  2. Cold (Light blue)
  3. Fire (Red orange)
  4. Force (Black)
  5. Lightning (White)
  6. Poison (Green)
  7. Psychic (Transparent Purple)
  8. Thunder (Invisible)
Mythic Actions

Ankleg lets out a cry of desperation.  As he does so his mouth opens wide and out from his mouth leaps the forms of his minion demons fear, lust, hate and pride.  

The minions fight for him and all of their hit points are pooled within the body of Ankleg.  They do not have access to their own presences and effects but have access to all their attack actions.  Whenever an attack hits one of the minions the damage is dealt as it should be, but if the attack hits Ankleg it is as though all four demons were hit by the attack.

He has 2 more legendary actions that can be used per round and these additional options available to use as legendary actions:

 Devourer.  Ankleg uses the Whip of Chaos attack.  On hit the target must succeed on a DC 26 strength saving throw or be devoured by Ankleg.  A creature who has been devoured is blinded and restrained. At the beginning of an effected creatures turn they take 33 (6d10) necrotic damage.  Ankleg absorbs the damage multiplied by the number of demon aspects that are active.  To escape the effected creature either must spend their action to roll a DC 30 Athletics check. If Ankleg takes 150 points of damage from within in one turn all creatures are regurgitated.

Roamer.  Ankleg's form teleports to any point within 100 feet that he can see.  An energy pulse the length of the line between where he started and where he ended that is 25 feet wide explodes.  All creatures touching that line must succeed on a DC 27 Dexterity saving throw or take 42 (4d20) bludgeoning damage and be knocked prone. If the creature is flying they begin to falling at a rate of 60 ft. per round until they succeed on the saving throw or until they hit the ground taking the appropriate fall damage.

Other legendary actions listed on the minions page at the cost of 1 legendary action.

Lair and Lair Actions

On initiative 20 losing ties ankleg can have these effects available to him in any place where he has had time to establish a lair. Only one of these things can be chosen per round..

  • 10 [homebrew]Chi blocker[/homebrew] can be summoned on an unoccupied space within 60 feet of Ankleg. Each [home brew]Chi Blocker[/home brew] acts on its own independently of the group, but takes initiative as a swarm. They try to take items from characters. 
  • 4 large tendrils (Chota will see them as chains similar to that of the ones his father attatched to him) appear out of the ether on a space that Ankleg can see within 120 feet of him, and strike out at one creature within 30 feet of it.  Melee Spell Attack: +19 to hit, reach 30 ft., one target, Hit. 14 (1d6+10) bludgeoning damage plus 5 (1d10) radiant damage. On hit the target takes the damage and radiant damage is absorbed by Ankleg and heals him for the same amount.  For the duration of the round at the conclusion of each creatures turn the radiant damage is rolled again and is absorbed by Ankleg.  The tendril can be pulled off of a creature by using its turn to succeeding on a strength contest.  Another creature can use its action to engage in the strength contest as well.  The tendril uses Ankleg's stats.
  • Hellfire and brimstone rain down from above.  Ankleg can cast the spell Meteor Swarm (Recharge 5-6).  

Monster Tags: NPC

JimmySweed

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