Medium Fiend (Demon), Chaotic Evil
Armor Class 19 (necrotic plate, greatshield)
Hit Points 212 (21d12 + 86)
Speed 40 ft., Fly 80 ft.
STR
26 (+8)
DEX
15 (+2)
CON
22 (+6)
INT
20 (+5)
WIS
16 (+3)
CHA
22 (+6)
Saving Throws STR +14, CON +12, WIS +9, CHA +12
Damage Resistances Cold, Lightning
Damage Immunities Necrotic, Poison
Condition Immunities Poisoned
Senses Truesight 120 ft., Passive Perception 13
Languages Abyssal, Common Granted, Telepathy 120 ft.
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Absorption of Resistance. Whenever Decatur takes over 100 damage at once, the damage is negated and he is healed for  1/4 the damage dealt.

Death Throes. When Decatur dies, he explodes, and each creature within 30 feet of him must make a DC 20 Dexterity saving throw, taking 70 (20d6) necrotic damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys Decatur‘s weapon.

Regeneration. At the start of every turn, Decatur heals 40 health while his health is at least 1 hp.

Flyby. Decatur doesn’t provoke any opportunity attacks when he flies by somebody.

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

Magic Weapons. Decatur‘s weapon attacks are magical.

Actions

Multiattack. Decatur makes three attacks: two with his long sword and one with his breath attack (if available).

Longsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 27 (3d8 + 14) slashing damage plus 13 (3d8) necrotic damage. If Decatur rolls a critical 20 he does not double the damage dealt, instead allowing him to make another attack.

Prismatic Breath Weapon (1/3 Rounds). Ranged Weapon Attack: CON Saving Throw (DC 17), reach 30 x 5 ft. line. Hit: 36 (6d12) prismatic damage (fire, cold, poison, lightning, or acid). If the attacked succeeds their saving throw, they take half damage.

Shield Bash. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (2d6 + 14) bludgeoning damage. The attacked creature must make a strength saving throw (DC 19) or be knocked 10 ft. back.

Teleport. Decatur magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Legendary Actions

Martyr‘s Balance. Decatur sacrifices his next turn in order to prevent all damage taken till his next turn.

Guillotine. Decatur summons a large, black greatsword. Melee Weapon Attack: +14 to hit, reach 40 ft., multiple targets. Hit: 34 (4d10 + 14) slashing damage and 15 (3d10) necrotic damage. 

Monster Tags: Demon

TChenkus31

Comments

Posts Quoted:
Reply
Clear All Quotes