Amducias
Huge fiend (devil, shapechanger), lawful evil
Armor Class 20 (natural armor)
Hit Points 325 (26d12 + 156)
Speed 50 ft., fly 90 ft.
STR 26 (+8) · DEX 14 (+2) · CON 23 (+6) · INT 20 (+5) · WIS 18 (+4) · CHA 22 (+6)
Saving Throws Dex +9, Con +13, Wis +11, Cha +13
Skills Arcana +12, Perception +11, Performance +13, Stealth +9
Damage Resistances cold, bludgeoning, piercing and slashing from non-magical attacks that aren’t silvered
Damage Immunities fire, lightning, thunder, poison
Condition Immunities charmed, poisoned
Senses truesight 120 ft., passive Perception 21
Languages Common, Infernal, Celestial, telepathy 120 ft.
Challenge 21 (33,000 XP)
Traits
Shapechanger. Amducias can use his action to polymorph into a Large or Medium humanoid form, retaining his game statistics except for his speed (walk 30 ft., fly 60 ft.) and losing his horn attack. Equipment and possessions don’t transform.
Aura of the Invisible Orchestra. Music only Amducias can hear fills a 30-foot radius sphere around him. Hostile creatures in the aura have disadvantage on saving throws against being frightened or deafened. The aura is silenced while Amducias is incapacitated.
Innate Spellcasting. Amducias’s spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: shatter (PHB, p. 275/316), thunderwave (PHB, p. 282/334; 4th-level, 5d8)
3/day each: call lightning (PHB, p. 220/248), lightning bolt (PHB, p. 255/292), plant growth (PHB, p. 266/305), wall of thorns (PHB, p. 287/339), confusion (PHB, p. 224/253)
1/day each: earthquake (PHB, p. 236/267), tsunami (PHB, p. 284/336), control weather (PHB, p. 228/257)
Magic Resistance. Amducias has advantage on saving throws against spells and other magical effects.
Magic Weapons. Amducias’s weapon attacks are magical.
Legendary Resistance (3/Day). If Amducias fails a saving throw, he can choose to succeed instead.
Siege Monster. Amducias deals double damage to objects and structures.
Actions
Multiattack. Amducias makes three attacks: one with his Thunderous Horn and two with his Claws.
Thunderous Horn. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 18 (4d8) lightning damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be pushed up to 15 feet and knocked prone.
Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 8) slashing damage.
Sonic Maelstrom (Recharge 5–6). Amducias unleashes a blast of infernal harmony. Creatures of his choice in a 60-foot-radius sphere centered on him must make a DC 22 Constitution saving throw, taking 55 (10d10) thunder damage on a failed save, or half as much on a successful one. A creature that fails the save is deafened and frightened of Amducias until the end of its next turn.
Bonus Actions
Infernal Quickstep. Amducias moves up to 30 feet without provoking opportunity attacks.
Legendary Actions
Amducias 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. Amducias regains spent legendary actions at the start of his turn.
Quick Step. Amducias uses Infernal Quickstep.
Sonic Pulse (Costs 1 Action). Amducias releases focused sound in a 30-foot-long, 5-foot-wide line. Each creature in the line must make a DC 22 Constitution saving throw, taking 15 (3d8) thunder damage on a failed save, or half as much on a success.
Horn Strike (Costs 2 Actions). Amducias makes one Thunderous Horn attack.
Conduct the Storm (Costs 3 Actions; Recharge 5–6). Amducias calls a bolt of hellish lightning down at a point he can see within 120 feet. Each creature within 20 feet of that point makes a DC 22 Dexterity saving throw, taking 27 (5d10) lightning damage on a failed save, or half as much on a success.
Lore
A unicorn-headed maestro whose thunderous cacophony inflicts devastation and envelops the field in Silence.
Amducias is regarded as a Duke of Hell, and his nature is dual: he merges the roles of lord of sound—symbol of infernal musical harmony—with that of an elemental manipulator who governs thunder and plant life.
His appearance is mutable. In his primary form he manifests as a demonic unicorn with a large, dark body, a spiral horn that crackles with thunderous energy, and glowing eyes. At a summoner’s request he can assume a human guise: a tall man with olive or sun-browned skin, long jet-black hair, and talons in place of ordinary fingernails. His fingers are long and strong, reflecting both a virtuoso’s touch and a fighter’s power. His wings, bronze or tangerine in hue, look membranous yet are structurally tough. In this shape he retains either the horn or the unicorn’s head, and may also appear with a horse’s head. His arrival is heralded by environmental shifts—the air smells of ozone as if after a violent storm, and sound anomalies roll in, often underscored by the blast of his trumpet, symbol of his rule and his voice.
From Demonic Bestiary 5E, p. 14 · Fern Flower Press