Arioch, Duke of Chaos (5e Creature)

Arioch, Duke of Chaos

Huge fiend (demon), chaotic evil


Armor Class 22 (natural armor)
Hit Points 465 (30d10+300)
Speed 60 ft., fly (hover) 60 ft.


STR DEX CON INT WIS CHA
30 (+10) 25 (+7) 25 (+7) 25 (+7) 20 (+5) 25 (+7)

Saving Throws Strength +19, Dexterity +16, Constitution +16, Intelligence +16
Skills Arcana +12, Deception +16, Insight +18, Perception +13, Persuasion +16
Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons
Damage Immunities fire, necrotic, poison, psychic
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
Senses Truesight 120 ft., passive Perception 23
Languages Abyssal, Common, Deep Speech, Elvish, Ignan, telepathy 120 ft.
Challenge 30 (155,000 XP)


Fear Aura. Any creature Hostile to Arioch that starts its turn within 20 feet of Arioch must make a DC 25 Wisdom saving throw, unless Arioch is Incapacitated. On a failed save, the creature is Frightened for 1 minute. If a creature's saving throw is successful, the creature is immune to Arioch's Fear Aura for the next 24 hours.

Innate Spellcasting. Arioch can innately cast the following spells with his spellcasting ability as Charisma (spell save DC 25), requiring only verbal components: At will: Animal friendship, command, dream, detect evil and good, dispel magic, invisibility (self only), teleport, true seeing

3/ day each: Conjure Animals, Conjure Minor Elemental, Conjure Woodland Beings, Plane Shift, Wall of Fire

2 /day each: Conjure Celestial, Conjure Elemental, Conjure Fey, Contact Other Plane, Demiplane, Fire Storm, Gate, Planar Ally, Weird

Magic Weapon. Arioch's weapon attacks are magical.

Polymorph Self. Arioch can take on a form that is either pleasing or horrifying to the creatures he encounters.

Spell resistance. Arioch has advantage on all saving throws against spells and other magical effects.

ACTIONS

Multiattack. Arioch can attack four times with his sword.

Arioch’s Sword. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. hit: 22 (3d6+13) slashing plus 10 (2d10) fire damage.

Cast a Spell. Arioch casts a spell from his list of spells. See innate spell casting ability above.

LEGENDARY ACTIONS

The 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. The regains spent legendary actions at the start of its turn.

Planewalk (1 actions). Arioch can move to any plane and bring up to 10 target creatures with him.

Reality Warper (3 actions). Arioch merely thinks of something and then makes it so as the effects of a Wish spell.

Summon Demon (2 actions). Arioch can summon any demon.

Arioch, also known as the Duke of Chaos and the Unholy Knight of the Swords, is a god-like archfiend from the Abyss. Arioch is very intelligent, charming and manipulative. He takes a special interest in adventurers who get involved in the affairs of the gods of lawful and chaotic alignments, and constantly urges them toward serving chaos and evil after making them believe to be a friendly entity through deception. He usually appears to non-hostile creatures as a beautiful giant elf with gold skin, naked and surrounded by fire. Sometimes, though, due to magical distortions, one may catch a glimpse of his true appearance, too horrible and deformed for words.

Arioch’s Sword. A demonic +3 greatsword that causes 3d6 slashing damage and 2d10 fire damage. Also the sword can temporarily cancel an item of all magical properties. The wielder of the sword can attempt to drain an item by touching the item with the sword. The DM decides if an item is successfully touched and if a saving throw needs to be made. The magic item touched then gets a saving throw (DC 18) plus a bonus based on rarity. If a creature is holding the magic item at the time of cancellation, then the item can add the holder’s Wisdom save bonus in place of its own bonus if the holder’s is better. If the saving throw is made, it is immune until after a long rest, otherwise on a failure, the item becomes temporarily non-magical.


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gollark: But we HAVE to hold things to renew things.
gollark: ++remind 1d >daily || :BEES:
gollark: >hold
gollark: >hold
gollark: >daily
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