Dungeons & Dragons Online

I’m attempting to create a Demon Lord with a CR of 25, but I’m unsure if what I’ve come up with so far comes close to it and if not what should I change or add?

(In terms of the innate spellcasting I’m not sure what/how many to add outside of what I wish to, because as far as I’m aware there isn’t a RAW to how many monsters can have which is head scratching to say the least.)

Armor Class 20 (Natural Armor)

Hit Points 585 (35d8 + 105)

Speed 50 ft., fly 80 ft.

STR 18 (+4) DEX 22 (+6) CON 24 (+7) INT 26 (+8) WIS 22 (+6) CHA 30 (+10)

Saving Throws Dex +14, Con +15, Int +16, Cha +18

Damage Resistances acid, cold, fire, lightning

Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned

Senses blindsight 10 ft., truesight 120 ft., passive Perception 24

Aura of Lust. When any creature hostile to Xurri’ylira starts its turn within 30 feet of her, that creature must succeed on a DC 24 Wisdom saving throw, or become charmed by Xurri’ylira for 1 minute. It then must immediately take the Attack action, making one melee attack against a random creature within reach. If no creatures are within reach, it makes a ranged attack against a random creature within range, throwing its weapon if necessary. On a successful save, the creature becomes immune to Xurri’ylira’s Aura of Lust for 24 hours.

Shapechanger. Xurri’ylira can use her action to polymorph into a form that resembles a Small or Medium humanoid, or back into her true form. Without wings, she loses her flying speed. Aside from her size, her statistics are the same in each form. Any equipment she is wearing or carrying isn’t transformed.

Innate Spellcasting. Xurri'ylira's spellcasting ability is Charisma (spell save 24). She can innately cast the following spells, requiring no components:

At will: charm person, detect magic, suggestion, create food and water (can create wine instead of water), enemies abound, Galder’s speedy courier (8th level)

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3/day each: charm monster, compulsion, geas, modify memory, mislead, dream

1/day each: Otto’s irresistible dance, project image, plane shift (self only), antipathy/sympathy, psychic scream

Legendary Resistance (3/Day). If Xurri’ylira fails a saving throw, she can choose to succeed instead.

Magic Resistance. Xurri’ylira has advantage on saving throws against spells and other magical effects.

Magical Weapons. Xurri’ylira’s weapon attacks are magical.

ACTIONS

Multiattack. Xurri’ylira makes two attacks with the Last Kiss.

Last Kiss (Scythe). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) slashing damage plus 13 (3d8) psychic damage.

Acid Breath (Recharge 5-6). Xurri’ylira exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one.

Confusion Touch. Xurri’ylira touches one creature within 5 feet of her. The target must succeed on a DC 24 Wisdom saving throw or use its reaction to make one melee attack against one of its allies within 5 feet. If it has no allies within 5 feet, the creature attacks itself.

Summon Goristro (1/Day). Xurri’ylira summons Var’un, a goristro loyal to her. It appears in an unoccupied space within 60 feet of her acts as her ally, and can’t summon other demons. The goristro remains for 10 minutes or until Xurri’ylira dismisses it as an action. If the goristro dies, Xurri’ylira loses this action option.

LEGENDARY ACTIONS

Swift Wings. Xurri’ylira moves half her flying speed without provoking opportunity attacks.

Imprison Mind (Costs 2 Actions). Xurri’ylira chooses one humanoid she can see within 30 feet of her. If the target can see her, the target must succeed on a DC 24 Wisdom saving throw or be incapacitated for 1 minute. While incapacitated, its speed is reduced to 0 and its mind is overwhelmed with a flood of its own insecurities, shortcomings and inability to accomplish its goals. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The target can also repeat the saving throw if another creature uses an action to shake the target out of it’s stupor.

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Distorted Visions (Costs 3 Actions). Xurri'ylira whispers words of incredible wickedness to form grotesque visions in the minds of those who hear her. Each creature within 30 feet of Xurri’ylira that can hear her must succeed on a DC 24 Wisdom saving throw or be blinded until the start of their next turn.

LAIR ACTIONS

• Xurri’ylira infuses a pile of treasure in her lair with life. It becomes an earth elemental made of precious metals and gems. The elemental acts immediately and lasts until destroyed or until Xurri’ylira uses this action again.

• A sweetly scented invisible vapor fills the halls of the lair. Each humanoid creature in the lair must succeed on a DC 24 Wisdom saving throw or have disadvantage on saving throws against enchantment spells until initiative count 20 on the next round.

REGIONAL EFFECTS

If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 24 Wisdom saving throw or descend into a madness determined by the Madness of Xurri’ylira table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.

If Xurri’ylira dies, these effects fade over the course of 1d10 days.

Madness of Xurri’ylira

If a creature goes mad in Xurri’ylira’s lair or within line of sight of the demon lord, roll on the Madness of Xurri’ylira table to determine the nature of the madness, which is a character flaw that lasts until cured.

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D100 FLAW (LASTS UNTIL NEXT LONG REST OR CURED)

01–20 “Possessions are meaningless, but change is lasting. I will pay any price to affect change on the world.”

21–40 “All pleasure is derived from the serving of my purpose. All other pleasure is transitory and second-class, and I will not pursue it.”

41–60 “I do not care what the effect of the change I bring is, so long as I make my mark on the world."

61–80 “I will not rest until I have made someone or something I have desired mine, doing so is more important to me than my own life—or the lives of others.”

81–90 “Law is irrelevant. There are those rules that serve my purposes and those that do not. Those that do not, do not matter.”

91–00 “Achieving my goal is the only thing of interest to me, and I’ll ignore everything else to pursue it.”

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