Demizen Demon Lord (5e Creature)
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Demizen Demon Lord
Medium fiend (shapechanger), chaotic evil
Saving Throws Strength +19, Constitution +18, Charisma +19
Unholy Absorption. Whenever the demon would take fire or necrotic damage, it instead takes no damage and is healed for an amount of hit points equal to the fire or necrotic damage dealt. Additionally, whenever the demon deals damage, it heals itself for an amount of health equal to the damage dealt.
Resurrection. Whenever the demon dies, it revives itself after 1d10 turns at 50% of its maximum hit points. If the demon dies again, it revives itself after 1d10 turns at 30% of its maximum hit points. If the demon dies again, it revives itself one last time after 1d10 turns at 10% or it’s maximum hit points. If the demon dies after its final resurrection, it is banished to The Abyss.
Regeneration. The demon heals itself for 50 hit points every turn, unless the demon has taken radiant damage or damage from a critical hit, in which case it does not regenerate health the turn after that hit was taken.
Demonic Sight. Magical darkness does not impede the demon’s darkvision.
Legendary Resistance (3/Day). If the demon fails a saving throw, it can choose to succeed instead.
Magic Resistance. The demon has advantage on saving throws against spells and other magical effects, and resistance to all damage dealt from spells.
Enhanced Attacks. All of the demon’s attacks are treated as magical for the purpose of overcoming resistance and immunity to nonmagical damage.
Consume Life. As a bonus action, the demon can target one creature it can see within 30 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 29 Constitution saving throw against this magic or die. If the target dies, the demon regains 53 (10d10) hit points.
Unholy Fortitude. If damage reduces the demon to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the demon drops to 1 hit point instead.
Fiery Aura. At the start of each of the vampire's turns, each creature within 5 feet of it takes 21 (6d6) fire damage. A creature that touches the vampire or hits it with a melee attack while within 5 feet of it takes 21 (6d6) fire damage.
Demonic Aura. When a living creature within 120 feet of the demon would regain hit points, it instead regains no hit points.
Demonic Body. The demon cannot be slain by instant death effects and is not effected by effects that cause hit point reduction.
Unholy Toughness. The demon gains extra hit points equal to its Charisma modifier times its number of Hit Dice (included in the hit points).
Detect Life. The demon can magically sense the presence of living creatures up to 5 miles away that aren't undead or constructs. The demon knows their exact location but not the surrounding area or terrain.
Innate Spellcasting. The demon’s innate spellcasting ability is Charisma (DC 29). It can innately cast the following spells requiring no material or somatic components, and can concentrate on multiple spells at once. Additionally, whenever a creature attempts to dispel or in any way alter one of the demon’s spells, they must succeed on a DC 29 Charisma check. If the check succeeds, they successfully dispel or alter the spell. On a fail, the creature takes 10d10 necrotic damage. Whether or not the creature succeeds, the demon becomes aware of their existence and exact location if it didn’t already.
3/day each: control weather, circle of death (7th level), eviscerate, greater harmfield, feeblemind, finger of death, mass harm mute (9th level), miasma of death, mind scour, spirit maelstrom, wail of the banshee, waves of exhaustion
Multiattack. The demon makes six attacks.
Wretched Blade. Melee Weapon Attack: +19 to hit, reach 10 ft., one creature. Hit: 23 (2d12 + 10) slashing damage + 21 (6d6) necrotic damage.
Unarmed Strike. Melee Weapon Attack: +19 to hit, reach 5 ft., one creature. Hit: 15 (1d10 + 10) bludgeoning damage. Instead of dealing damage, the demon can grapple the target (escape DC 25).
Demonic Touch. Melee Spell Attack: +19 to hit, reach 10 ft., one creature. Hit: 31 (6d6 + 10) necrotic damage. The demon regains hit points equal to the necrotic damage dealt. In addition, if the target is a creature that is Medium or smaller, the target is grappled (escape DC 27). The demon can continue to use the Demonic Touch action on a grappled creature once a turn.
Claw. Melee Weapon Attack: +17 to hit, reach 5 ft., one creature. Hit: 21 (2d10 + 10) piercing damage.
Strength Drain. Melee Weapon Attack: +17 to hit, reach 5 ft., one creature. Hit: 17 (2d6 + 10) necrotic damage, and the target's Strength score is reduced by 2d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a shadow rises from the corpse 1d4 hours later.
Harrowing Roar (Recharge 6). The demon emits a magical roar. Each creature of the demon’s choice within 60 feet of it that is able to hear the roar must make a DC 29 Wisdom saving throw or take 55 (10d10) psychic damage and be frightened for 1 minute. A creature that succeeds on its saving throw takes half the damage and isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Soul Drain (Recharge 5-6). Ranged Spell Attack: +19 to hit, range 60 ft., one creature. Hit: 46 (10d6 + 10) necrotic damage. The target makes a DC 29 Constitution saving throw or the demon regains hit points equal to the necrotic damage dealt. In addition, if the target fails the Constitution saving throw, the target's hit point maximum is reduced by the amount of damage dealt. If the hit points gained restores the demon to its hit point maximum, it gains the excess as temporary hit points. A creature slain in this way cannot be revived through any means except the Wish spell or divine intervention.
Death Gaze. Each creature of the demon’ choice that is within 30 feet of the vampire and aware of it must succeed on a DC 29 Constitution saving throw or die. If a creature's saving throw is successful, the creature is immune to the demon’s Death Gaze for the next 24 hours.
Shadow Stride. The demon and up to nine willing creatures within 5 feet of it magically enter The Abyss from the Material Plane, or vice versa.
The vampire 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 vampire regains spent legendary actions at the start of its turn.
Move. The demon moves up to its speed without provoking opportunity attacks.
Attack. The demon makes one attack with any of the following: vampiric touch, unarmed strike, claw, strength drain, or paralyzing touch.
Cast a Spell (2 actions). The demon casts a spell from its Innate Spellcasting feature, expending a use of that spell as normal.
Bite (Costs 2 Actions). The demon makes one bite attack.
Absorb Life (Costs 3 Actions). Every non-fiend creature within a 30 foot radius of the demon makes a Constitution saving throw with a DC of 26. On a failed save, creatures take 35 (10d6) necrotic damage and have their hit point maximum reduced by that amount until the greater restoration spell or similar magic is cast on them. On success, creature take half damage and do not have their hit point maximum reduced. The demon regains the amount of necrotic damage dealt as hit points. If the amount of hit points the demon gains restores the demon to its hit point maximum, the demon gains the excess as temporary hit points. A humanoid slain in this way becomes an imp under the demon’s control. The vampire cannot use this action when it is in direct sunlight.
A powerful demon lord capable of healing itself over and over again, making it near impossible to kill.