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    Dusiriel

    Huge fiend (demon), chaotic evil

    Armor Class 19 (natural armor)

    Hit Points 375 (30d12 + 180)

    Speed 40 ft., climb 40 ft., swim 60 ft., fly 80 ft. (hover)

    STR 23 (+6) · DEX 20 (+5) · CON 22 (+6) · INT 19 (+4) · WIS 18 (+4) · CHA 21 (+5)

    Saving Throws Dex +12, Con +13, Wis +11, Cha +12

    Skills Arcana +11, Deception +12, Insight +11, Perception +11, Persuasion +12, Stealth +12

    Damage Vulnerabilities fire, radiant

    Damage Resistances acid; cold; lightning; thunder

    Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks

    Condition Immunities charmed, poisoned, prone

    Senses blindsight 30 ft., darkvision 120 ft., passive Perception 21

    Languages Abyssal, Auran, Aquan; telepathy 120 ft.

    Challenge 21 (33,000 XP)

    Traits

    Air-Woven Body. Dusiriel hovers, and squeezing through a space as narrow as 1 foot wide costs him no extra movement. He can’t be restrained by nonmagical shackles or manacles.

    Fog Shroud. Heavy obscuration caused by fog or mist doesn’t impede Dusiriel’s vision. As a bonus action, he can cause a 20-foot-radius sphere of light fog to spring into existence, centered on himself. The fog moves with him, provides light obscurement, and lasts until he dismisses it (no action required) or he is incapacitated.

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

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

    Magic Weapons. Dusiriel’s weapon attacks are magical.

    Innate Spellcasting. Dusiriel’s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

    At will: fog cloud (PHB, p. 243/276), gust of wind (PHB, p. 248/282), minor illusion (PHB, p. 260/298)

    3/day each: control water (PHB, p. 227/256), control winds (XGE, p. 152), hallucinatory terrain (PHB, p. 249/283), hypnotic pattern (PHB, p. 252/287)

    1/day each: tsunami (PHB, p. 284/336), weird (PHB, p. 288/341)

    Actions

    Multiattack. Dusiriel makes three attacks: one with his Bite and two with his Tail Blades.

    Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 27 (4d8 + 9) piercing damage plus 13 (3d8) necrotic damage, and the target must succeed on a DC 21 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is also frightened of Dusiriel and can repeat the saving throw at the end of each of its turns, ending both effects on a success.

    Tail Blades. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 23 (4d6 + 9) slashing damage plus 13 (3d8) cold damage.

    Constrict. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage plus 9 (2d8) necrotic damage, and the target is grappled (escape DC 21). Until the grapple ends, the target is restrained and takes 13 (3d8) necrotic damage at the start of each of Dusiriel’s turns, and Dusiriel can’t constrict another target.

    Wing Spike Flurry (Recharge 5–6). Dusiriel manifests his ethereal wings and unleashes a storm of ice-rimmed feathers in a 15-foot-radius sphere centered on himself. Each creature of his choice in that area must make a DC 21 Dexterity saving throw, taking 48 (14d6) slashing and cold damage (half slashing, half cold) on a failed save, or half as much on a successful one.

    Illusory Temptation (Recharge 4–6). Dusiriel targets up to three creatures he can see within 120 feet. Each target must succeed on a DC 20 Wisdom saving throw or be charmed by Dusiriel for 1 minute. While charmed in this way, a creature is incapacitated and perceives an idealized, harmless environment. A charmed target can repeat the saving throw when it takes damage or at the end of each of its turns, ending the effect on itself on a success.

    Bonus Actions

    Mist Glide. Dusiriel moves up to half his flying speed without provoking opportunity attacks. This movement can pass through Tiny cracks and gaps as if he were insubstantial.

    Reactions

    Whip-Tail Parry. When a creature Dusiriel can see targets him with an attack, he adds +4 to his AC against that attack. If the attack misses, Dusiriel can move up to 20 feet without provoking opportunity attacks.

    Lore

    A courteous serpent with a maiden’s face, an air devil duke ruling 1,320 servants near wetlands.

    Dusiriel holds a lofty office as the eighth Grand Duke under the Wandering Prince Gydriel, within a hierarchy that numbers 100 great dukes and 200 lesser ones, each of the twelve High Dukes commanding another 1,320 personal spirit-servants. He is a demon of the air, yet he shows an anomalous pull toward the element of water.

    Outwardly, Dusiriel is always described as a gigantic serpent with the face and head of a spotless human maiden. His body is sheathed in smooth, wet scales of deep emerald or jet-black; the moisture provides both camouflage and hydrodynamics. The face retains a painfully perfect beauty, free of age or flaw, the skin alabaster, the hair long and perpetually damp, hiding the transition to the serpent scales. The eyes have vertical pupils and a faint hypnotic glow that betrays the demon’s non-physical nature. The atmosphere at his arrival carries not stench but the scents of ozone, wet flowers, and marsh fog, along with a noticeable drop in temperature.

    From Demonic Bestiary 5E, p. 48 · Fern Flower Press