Nezarec
Nezarec
Large fiend (devil), lawful evil
- Armor Class 21 (natural armor)
- Hit Points 580 (40d10 + 360)
- Speed 50 ft., fly 150 ft.
STR DEX CON INT WIS CHA 25 (+7) 26 (+8) 28 (+9) 29 (+9) 29 (+9) 30 (+10)
- Saving Throws Int +17, Wis +17, Cha +18
- Skills Arcana +17, Insight +17, Perception +17, Persuasion +18
- Damage Resistances cold, fire, lightning, radiant; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
- Damage Immunities necrotic, poison
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses darkvision 120 ft., passive Perception 27
- Languages all, telepathy 120 ft.
- Challenge 28 (120,000 XP)
Dancing Swords. Nezarec can use a bonus action to use one of his Dancing Swords.
Devil's Sight. Magical darkness doesn't impede Nezarec's darkvision.
Infernal Seals (10/Day). As a bonus action, Nezarec can place a seal on a creature he can see within 30 feet of him, choosing from the options below. The seal lasts 1 minute. When the target takes damage, Nezarec can consume the seal, dealing 14 (4d6) necrotic damage to the target and removing the seal.
- Burning Seal: At the start of each of the target's turn it takes 4 (1d6) fire damage.
- Immobilizing Seal: At the start of the creature's turn it must make a DC 26 Wisdom saving throw. On a failed save, the creature is stunned until the end of its turn.
- Targeting Seal: Nezarec's dancing swords have advantage when on attack rolls against the creature.
Innate Spellcasting. Nezarec's innate spellcasting ability is Charisma (spell save DC 26). He can innately cast the following spells, requiring no material components:
At will: detect evil and good, eldritch blast (5 bolts), fireball, hellish lash* (at 3rd level), hellish rebuke (at 3rd level), invisibility (self only)
3/day each: destruction wave (necrotic damage), dispel evil and good, counterspell, summon hell*
1/day each: crown of stars, firestorm, plane shift, resurrection, teleport
Legendary Resistance (3/Day). If Nezarec fails a saving throw, he can choose to succeed instead.
Magic Resistance. Nezarec has advantage on saving throws against spells and other magical effects.
Magic Weapons. Nezarec's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 18 (4d8) force damage (included in the weapon attacks below).
Regeneration. Nezarec regains 30 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Nezarec dies only if he starts his turn with 0 hit points and doesn't regenerate.
Actions
Multiattack. Nezarec attacks twice with his Longsword. He can replace one of these attacks with a use of Sequester.
Longsword. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage plus 18 (4d8) force damage, or 21 (2d10 + 10) slashing damage plus 18 (4d8) force damage if used with two hands. Additionally, Nezarec can deal 9 (2d6) psychic damage to the creature hit by this attack and one other creature he can see within 30 feet of the target.
Sequester (Recharge 5-6). Nezarec attempts to banish one creature he can see within 60 feet of him to a demiplane under his control. The target must succeed on a DC 26 Charisma saving throw or be sent to a demiplane under Nezarec's control.
A creature in the demiplane takes 14 (4d6) fire damage at the start of its turn. At the end of the creature's turn, it can repeat the saving throw. On a success, or after 1 minute, the target returns to space it was originally, otherwise it reappears in the space it left or in the nearest unoccupied space.
Teleport. Nezarec magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
Legendary Actions
Nezarec 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. Nezarec regains spent legendary actions at the start of its turn.
Dancing Swords. Nezarec uses one of his dancing swords.
Spell. Nezarec casts one spell with a casting time of 1 action from his Innate Spellcasting trait.
at points he can see on the ground
Elemental Eruption (Costs 2 Actions). Nezarec creates ten pillars of elemental energy at points he can see on the ground within 90 feet of himself that last until the start of his turn. Each pillar is 20 feet tall and have a 5-foot diameter. When a pillar is created it takes on a different element and deals 16 (3d10) damage based on its element. The damage types are cold, fire, lightning, and poison. A creature that starts its turn or enters the area of a pillar for the first time takes damage based on the pillar's type, the area of the pillar is considered difficult terrain.
Special Thanks
Phylea for all the grammer and format help
Nezarec's Dancing Longswords
Nezarec uses a unique set of four dancing longswords (found in the DMG page 161) with the following changes:
The bonus to attack uses Nezarec's Charisma modifier instead of strength.
Each sword has a unique effect when it hits a target and deals an additional 1d6 damage of the type associated with the sword.
- Cold – The target must make a DC 26 Constitution saving throw or become restrained until the end of Nezarec's next turn.
- Fire – The target takes an additional 4 (1d6) fire damage at the start of each of its turns for 1 minute. The target can use an action to end the effect early.
- Lightning – The target can't take reactions until the end of Nezarec's next turn.
- Poison – The target must make a DC 26 Constitution saving throw or become poisoned for 1 minute. At the end of the targets turn they can repeat the saving throw and the effect ends on a success.
The swords will continue to attack until recalled as a bonus action, when recalled they return to their sheaths.