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    Decarabia

    Large fiend (demon), chaotic evil

    Armor Class 21 (natural armor)

    Hit Points 288 (23d10 + 161)

    Speed 0 ft., fly 60 ft. (hover), swim 40 ft.

    STR 18 (+4) · DEX 16 (+3) · CON 24 (+7) · INT 23 (+6) · WIS 20 (+5) · CHA 21 (+5)

    Saving Throws Dex +10, Con +14, Int +12, Wis +11, Cha +11

    Skills Arcana +18, Deception +11, Insight +11, Perception +11, Persuasion +11, Stealth +10

    Damage Vulnerabilities bludgeoning, radiant

    Damage Resistances cold; lightning; necrotic; piercing and slashing from nonmagical attacks

    Damage Immunities fire, poison

    Condition Immunities charmed, frightened, poisoned

    Senses truesight 120 ft., passive Perception 21

    Languages Abyssal, Celestial, Common, Infernal, telepathy 120 ft.

    Challenge 20 (25,000 XP)

    Traits

    Shapechanger. Decarabia can use his action to polymorph into a Medium humanoid form, a Huge amphibious sea-star, or back into his true Large blazing star form. His statistics are the same in each form. Any equipment he is wearing or carrying also transforms. He reverts to his true form if he dies.

    Gravity Defiance. Decarabia is immune to any effect that would alter his speed or movement, and he hovers even while incapacitated.

    Legendary Resistance (3/Day). If Decarabia fails a saving throw, he can choose to succeed instead.

    Magic Resistance. Decarabia has advantage on saving throws against spells and other magical effects.

    Magic Weapons. Decarabia’s weapon attacks are magical.

    Gem Sense. Decarabia is aware of the exact location and total value (to the nearest 100 gp) of precious metals and gemstones within 1 mile of him.

    Blazing Corona. A creature that starts its turn within 10 feet of Decarabia in his star form takes 10 (3d6) fire damage. If Decarabia would take fire damage, he instead regains hit points equal to half the fire damage dealt.

    Innate Spellcasting. Decarabia’s spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

    At will: detect magic (PHB, p.231/262), locate object (metals and gemstones only; PHB, p.256/293)

    3/day each: chain lightning (PHB, p.221/249), disintegrate (PHB, p.233/263), fire storm (PHB, p.242/275), wall of force (PHB, p.285/338)

    1/day each: maze (PHB, p.258/296), meteor swarm (PHB, p.259/298)

    Actions

    Multiattack. Decarabia makes two Star-Point attacks.

    Star-Point. Melee or Ranged Weapon Attack: +12 to hit, reach 15 ft. or range 60 ft., one target. Hit: 28 (3d8 + 6 plus 2d8) slashing plus fire damage (19 slashing, 9 fire).

    Illusory Flock (Recharge 4–6). Decarabia conjures razor-winged phantom birds in a 30-foot-radius sphere centered on a point he can see within 90 feet. Each creature in the area must make a DC 20 Wisdom saving throw, taking 27 (6d8) psychic damage on a failed save, or half as much on a successful one. On a failed save, the creature is also frightened of Decarabia for 1 minute. A frightened creature repeats the save at the end of each of its turns, ending the effect on itself on a success.

    Shatter Wealth (Recharge 5–6). Decarabia targets a point he can see within 60 feet. Gems, coins, and worked precious metals within a 20-foot-radius sphere there heat and implode. Each creature in the area carrying 100 gp or more in combined treasure must make a DC 20 Constitution saving throw, taking 35 (10d6) fire damage on a failed save, or half as much on a successful one. For every additional 1,000 gp (or fraction thereof) the creature carries, it takes an extra 3 (1d6) fire damage (maximum 10d6 extra). Nonmagical treasure so destroyed is reduced to worthless ash.

    Reactions

    Gemshield. When Decarabia is hit by an attack, he can interpose a crystalline sigil, gaining a +5 bonus to AC against that attack, potentially causing it to miss.

    Legendary Actions

    Decarabia 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. He regains spent legendary actions at the start of his turn.

    Star-Point Attack. Decarabia makes one Star-Point attack.

    Stellar Shift (Costs 2 Actions). Decarabia uses Stellar Shift.

    Illusory Flock (Costs 2 Actions). Decarabia uses Illusory Flock, if available.

    Lore

    A Marquis of Hell who manifests as a radiant, abstract five-pointed star, wields absolute control over birds, gemstones, and plants, and can detonate inventories at will.

    The demon’s name is bound to ancient star-worship and geomancy; unlike many infernals notorious for brute strength or carnal vice, he personifies hidden knowledge, the alchemy of stones, and the language of birds.

    Decarabia’s physical form is unprecedentedly malleable. In his natural state he manifests as a levitating, massive star locked inside a glowing pentacle. The hue ranges from white-hot orange to deep dark red; the surface is etched with fluorescent patterns that evoke lunar craters, meteor pits, or the crystalline veins of raw gemstones. The back may be aquamarine or pitch-black, and in certain niches the body ostentatiously resembles a giant amphibious sea star clad in dense quinine-like scales. Centered on the front is a single colossal eye blazing in neon blue or bright yellow. Above the eye curve dark ridges that can read either as flared lashes or as organic spikes shielding the optic organ. The five points end in razor edges that function as blades; when irritated they curl into whip-tails capable of slicing stone and steel.

    From Demonic Bestiary 5E, p. 46 · Fern Flower Press