Molydeus by francis001
Molydeus Enforcer
Legendary Huge fiend (demon), chaotic evil
Armor Class 19 (natural armor)
Hit Points 297 (22d12 + 161; bloodied 148)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
26 (+8) | 22 (+6) | 25 (+7) | 21 (+5) | 24 (+5) | 24 (+7) |
Saving Throws Str +16, Con +14, Wis +14, Cha +14
Skills Perception +21
Damage Resistances cold, fire, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned, stunned
Senses Truesight 120, Passive Perception 31
Languages Abyssal telepathy 120 ft.
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Brute. A melee weapon deals one extra die of its damage when the molydeus hits with it (included in the attack).
Flying Axe. The moldeus uses a bonus action to release its greataxe to hover magically in an unoccupied space within 10 feet of it. If the demon can see the axe, the molydeus can mentally command it as a bonus action or legendary action to fly up to 60 feet and either make one attack or return to the demon’s hands. If the axe is targeted by an effect, the molydeus is considered to be holding it. The axe disappears if the molydeus dies.
Magic Resistance. The molydeus has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against the molydeus has disadvantage on the attack roll.
Magic Weapons. The molydeus’s weapon attacks are magical.
Two Headed. The molydeus’s has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Unstoppable. The molydeus can use a reaction at the end of its turn to remove one condition or effect it is suffering. Alternately, the molydeus can use a reaction, take 30 hit points of damage, and end the condition or effect immediately.
ACTIONS
Multiattack. The molydeus makes two greataxe attacks or two claw attacks and one snake bite or wolf bite attack.
Greataxe. Melee Weapon Attack: +15 to hit, reach 15 ft., one target.
Hit: 34 (4d12 + 8) slashing damage. If the target has at least one head and the molydeus rolled a 20 on the attack roll, the target is decapitated and dies if it can’t survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 33 (6d10) slashing damage from the hit.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
Hit: 18 (3d6 + 8) slashing damage and if the target is Large or smaller creature it must make a DC 23 Strength saving throw or be knocked prone or grappled, the molydeus' choice. The target has disadvantage on the saving throw if it is hit by two claw attacks on the same turn.
Wolf Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one creature grappled by the molydeus or incapacitated.
Hit: 18 (3d6 + 8) piercing damage.
Snake Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one creature.
Hit: 15 (3d4 + 8) piercing damage, and the target must succeed on a DC 22 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target transforms into a manes if this reduces its hit point maximum to 0. This transformation can be ended only by a wish spell.
Innate Spellcasting. The molydeus’s innate spellcasting ability is Charisma (spell save DC 22). It can innately cast the following spells, requiring no material components:
At will:
detect magic, dispel magic, polymorph, telekinesis, teleport
3/day:
forcecage, lightning bolt, scrying, symbol
1/day:
imprisonment, plane shift
Summon Demon (1/Day). The molydeus can summon (75% chance of success) one of the following types of demons: 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, or 1d2 nalfeshnee; or (50% chance of success) 1d2 maraliths or one balor.
LEGENDARY ACTIONS
The molydeus 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 or the molydeus can spend any unused actions at the end of the round. The molydeus regains spent legendary actions at the start of its turn.
Attack. The molydeus makes one claw or wolf bite attack.
Move. The molydeus moves up to half its speed without provoking opportunity attacks.
Cast a Spell. The molydeus casts one spell from its Innate Spellcasting trait.
Dread Word (Costs 2 Actions). The molydeus curses a target it can see within 300 feet of it. The target must make a DC 22 Constitution saving throw, taking 45 (10d8) necrotic damage and one level of exhaustion on a failed save, or half as much damage on a successful one.
Multiattack (Cost 3 Actions). The molydeus makes two greataxe attacks.