Huge swarm of small fiends (heartless), chaotic evil
Armor Class 22 (natural armor)
Hit Points 250 (20d12 + 120)
Speed 70 ft., 70 feet flying
Saving Throws Strength (+11), Dexterity (+13), Charisma (+13) Skills Acrobatics (+13), Athletics (+11), Stealth (+13), Perception (+10), Intimidation (+13) Damage Resistances bludgeoning, piercing, and slashing
Senses darkvision 60 ft., passive Perception 20
Languages Abyssal (only with other heartless)
Challenge 18 (20,000 XP)
Aggressive. As a bonus action, the Demon Tower can move up to its speed toward a hostile creature that it can see.
Legendary Resistance. (3 times/day) If the Demon Tower fails a saving throw, it can choose to succeed instead.
Siege Monster. The Demon Tower deals double damage to objects and structures.
Consume. Any creature that is grappled by the Demon Tower is restrained and is trapped inside the Demon Tower. Grappling a creature does not halve the Demon Tower's Speed. A creature that starts it's turn grappled by the demon tower, takes 1d6 necrotic damage at the start of it's turn.
ACTIONS
Multi Attack. The Demon tower can use it's frightful presence and then attack three times. Once with either it's hook or uppercut, and then twice with it's dive.
Frightful Presence. Each creature of the Demon Tower's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Demon Tower's Frightful Presence for the next 24 hours.
Hook. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 7) necrotic damage. On a hit, the target creature must make a DC 21 strength saving throw or be pushed 15 feet in a direction the Demon Tower chooses.
Uppercut. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 7) necrotic damage. On a hit, the target creature must make a DC 21 strength saving throw or be knocked prone.
Dive. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 7) necrotic damage.
Rise. (Recharge 5,6) The Demon Tower spreads itself to cover all creatures within 60 feet of itself, allowing the countless shadows that make it up to swarm everything around it. All creatures within 60 feet of the Demon Tower must make a DC 21 Dexterity saving throw. On a failed save creatures take 56 (14d6) necrotic damage and are knocked prone. On a successful save, they take half as much damage and are not knocked prone.
LEGENDARY ACTIONS
The Demon Tower 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 Demon Tower regains spent legendary actions at the start of its turn.
Attack. The Demon Tower makes either a Hook, Uppercut, or Dive attack.
Consume. (2 actions) The Demon Tower moves up to 70 feet in a straight line. All large or smaller creatures that the Demon Tower passes by during this movement must make a contested grapple check against the Demon Tower. The Demon Tower makes a separate grapple check against each creature.
Move. The Demon Tower can move up to it's movement speed in any direction without provoking opportunity attacks.
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