Aranil (5e Creature)

Medium fiend, lawful evil


Armor Class 23 (natural armor)
Hit Points 580 (50d10+80)
Speed 60 ft, fly 180 ft


STR DEX CON INT WIS CHA
21 (+5) 25 (+7) 29 (+9) 30 (+10) 25 (+7) 30 (+10)

Saving Throws Constitution (+17), Wisdom (+15), and Intelligence (+18)
Skills Intimidation (+18), Athletics (+13) Arcana (+18), Investigation (+18), Perception (+22), History (+18)
Senses passive Perception 30, truesight 120 ft, blindsight 120 ft
Languages all, telepathy 240 ft
Challenge 30 (155,000 XP XP)


Aura of Fire. Whenever a creature enters 20 ft of Aranil, they must succeed on a DC 25 Constitution check, taking 55 (10d10) fire damage on a failed save or half as much on a successful save. If they are still within 20 ft of Aranil after 5 minutes, or leave the area and come back in, they take the damage again. Aranil can decide whether someone is effected or not, but otherwise, the aura effects everyone who is not immune to fire damage.

Magic Infused. Aranil's attacks are magical, his attacks and spells bypass resistances and the Magic Resistance property of any creature, and his spells and magic attacks cannot be dispelled in any way except for the Wish spell when used to duplicate the Antimagic Field spell.

Secure Mind. Aranil is immune to any effect that would alter, steal or replace memories, or detect or read Aranil’s thoughts.

Improved Critical. Aranil scores a critical hit on a roll of 18, 19, or 20.

Multiattack. Aranil makes three attacks and casts a spell.

Aura of Magic Resistance. Aranil and all of his allies within 60 ft of him have advantage on saving throws against spells, and have resistance to spell damage.

Innate Spellcasting. Aranil can innately cast one of these spells, requiring no material or somatic components. (Save DC 28, +18 to hit):

At will: Fireball, Poison Spray (4d12), Mass Heal, Delayed Blast Fireball, Scrying, Telekinesis, Teleport, Teleportation Circle, Planar Ally, Polyporph, Bestow Curse, Remove Curse, Glyph of Warding, Enlarge/Reduce, Arcane Lock, Mordenkainen’s Sword, Clairvoyance

5/day each: Feeblemind, Power Word Stun, Antimagic Field, Control Weather, Planar Binding, Prismatic Spray, Demiplane, Contingency, Reverse Gravity, Symbol

3/day each: Power Word Heal, Astral Projection, Meteor Swarm, Incendiary Cloud, Prismatic Wall, Mind Blank, Magic Jar, Foresight, Maze

1/day each: Power Word Kill, Gate, True Polymorph, Shapechange, Weird, Time Stop, Imprisonment, Wish, Conjure Elder Elemental (same as the Conjure Elemental spell, but summons an elder elemental instead)

Call For Help. Whenever someone scores a critical hit against Aranil, he can use his reaction to summon 1d4 red abishai, 1d10 incubi/sucubi, 1d4 horned devils, 1d12 bone devils, or one pit fiend.

Shapeshifter. Aranil can cast Alter Self, Disguise Self, and Invisibility (self only) at will. He can also change to look like a Large or Small humanoid at will, and can also change small aspects of himself, such as just his wings, eyes, mouth, and the like at will. When he casts Alter Self, he can change his size to any size but Gargantuan.

Soulbound Deal. Aranil can form an arcane pact with any mortal, and can cast the Wish spell at will for them. Aranil can decide wether of not to twist this spell to bring a downside or not. If Aranil does this as a PC, the player in charge decides what to do with the spell, not the DM. If Aranil does not uphold his side of the deal, his Charisma falls to 10 for 1d10 years, which decreases by one year for every time he makes a successful dear after the broken one. If the mortal breaks the deal, their soul is immediately forfeited and given to Aranil.

Life Through Death. Aranil regains 30 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t work until the start of his next turn. If he kills a creature during one of his attacks, he regains hit points equal to that creature’s hit point maximum.

Unholy Corruption. If Aranil stays in an area of up to 10 miles at the start for five or more days, the world starts to be corrupted by his unholy existence, unless Aranil decides not to. Aranil also decides the specific effects of every stage, but cannot change it after his decision.

After 1d10 days, the area starts getting extreme heat or extreme cold, with rain if it is cold.

After 2d10+3 days, the heat goes to 175 Fahrenheit, or -175 Fahrenheit is cold. Devils also start to be summoned into this world, which, after it starts, can be regulated by Aranil.

After 6d10+7 days, everything in the area starts to either die or become twisted versions of themselves, which do 1d20 poison damage to whoever touches the thing and is poisoned for 10 minutes. The summoning rate of devils can increase up to tenfold if Aranil allows it. In a place near the center of the area, specifics decided by Aranil, a portal opens in the center of the are.

After 11d12+13 days, any non devil in the area takes 2d20 poison da,age every 10 minutes, and whenever they take this damage, they must succeed on a DC 25 Constitution saving throw or be poisoned until they leave the area. They can make the save whenever they take the damage from this effect. By now, powerful devils have noticed the area. There are now 1d4 pit fiends and 1d10 horned devils in the area. Aranil can now decide to increase the area tenfold, with all of the new places immediately effected by all prior stages and this stage of the Unloly Corruption.

After 1d4 years, there are now 1d12 pit fiends and 2d8 horned devils, and the area increases tenfold once again.

After one century, the entire plane of existence is corrupted, with 10d10 pit fiends and 12d20 horned devils, and about 2000 devils of every other kind. Aranil becomes the new “archdevil” of this plane of existence.

After 1d10 millennia, the corrupted plane becomes a “tenth layer” of the Nine Hells. Amount of all devils except pit fiends increase tenfold.

ACTIONS

Dire Sword. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 27 (2d20+6) slashing + 13 (1d10+10) necrotic damage.

Eldrich Whip. Melee Weapon Attack: +16 to hit, reach 25 ft., two targets. Hit: 19 (3d10 + 7) slashing + 21 (2d12 +10) necrotic damage.

Direball. Ranged Magic Attack: +18 to hit, reach 120 ft., one target. Hit: 55 (10d10) necrotic damage. If the attack hits, the target must succeed on a DC 20 Constitution check or become poisoned for one hour. They also take 21 (2d12 + 10) necrotic damage every minute, but can try making the save again every time the target takes damage in this way.

Antilife Spear (Recharge 6). Ranged Magic Attack:’’ +18 to hit, reach 200 ft., one target. ‘’Hit:’’ 75 (10d10 + 50) necrotic damage, and the target takes 55 (10d10) damage every time it attacks Aranil. This effect wears off after 10 minutes.

Teleport. Aranil magically teleports, a long with any equipment he carrying or wearing, to an unoccupied space within 240 ft.


Aranil appears as a 6’ 9" pale white elf, but with pure black eyes and hair, giant black hat wings, and black smoke coming off of him, and teeth filed to points. Aranil was an archdevil, but in the Blood War he was exposed to the raw chaos of The Abyss, and his devilish nature was weakened to such a degree he no longer counted as a devil, making his oath of fealty to Asmodeus null and void. He eventually became what is considered to be a true devil, but his oath of fealty was never rekindled, and still has great power and has control over quite a few devils.


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