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    Melchom

    Large fiend (devil), lawful evil

    Armor Class 21 (natural armor)

    Hit Points 450 (36d10 + 252)

    Speed 30 ft., fly 60 ft. (hover)

    STR 22 (+6) · DEX 18 (+4) · CON 24 (+7) · INT 22 (+6) · WIS 20 (+5) · CHA 27 (+8)

    Saving Throws Dex +12, Con +15, Wis +13, Cha +16

    Skills Arcana +14, Deception +16, Insight +13, Perception +13, Persuasion +16

    Damage Vulnerabilities cold

    Damage Resistances acid; lightning; bludgeoning, piercing, and slashing from nonmagical attacks

    Damage Immunities fire, poison

    Condition Immunities charmed, frightened, poisoned

    Senses truesight 120 ft., passive Perception 23

    Languages all, telepathy 120 ft.

    Challenge 25 (75,000 XP)

    Traits

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

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

    Magic Weapons. Melchom’s weapon attacks are magical.

    Infernal Purse. A spatial anomaly chained to Melchom’s belt contains limitless gold coinage. Melchom can draw or stow objects in the purse as a bonus action.

    Arch-Fiend Spellcasting. Melchom is a 20th-level spellcaster. His spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). He needs no material components.

    At will: detect magic (PHB, p.231/262), eldritch blast (PHB, p.237/267), guidance (PHB, p.248/282), mage hand (PHB, p.256/293), minor illusion (PHB, p.260/298), thaumaturgy (PHB, p.282/333)

    1st level (4 slots): command (PHB, p.223/251), detect evil and good (PHB, p.231/261), shield (PHB, p.275/316), thunderwave (PHB, p.282/334)

    2nd level (3 slots): blindness/deafness (PHB, p.219/248), hold person (PHB, p.251/285), misty step (PHB, p.260/299)

    3rd level (3 slots): counterspell (PHB, p.228/258), dispel magic (PHB, p.234/264), hypnotic pattern (PHB, p.252/287)

    4th level (3 slots): dimension door (PHB, p.233/262), wall of fire (PHB, p.285/338)

    5th level (3 slots): dominate person (PHB, p.235/266), geas (PHB, p.244/278), telekinesis (PHB, p.280/331)

    6th level (2 slots): chain lightning (PHB, p.221/249), mass suggestion (PHB, p.258/296)

    7th level (2 slots): forcecage (PHB, p.243/276), plane shift (PHB, p.266/305)

    8th level (1 slot): power word stun (PHB, p.267/306)

    9th level (1 slot): meteor swarm (PHB, p.259/298)

    Actions

    Multiattack. Melchom makes three Coin Lash attacks, or two Coin Lash attacks and one use of Weigh Soul if it is available.

    Coin Lash. Melee or Ranged Weapon Attack: +15 to hit, reach 10 ft. or range 120 ft., one target. Hit: 28 (4d8 + 6) bludgeoning damage plus 14 (4d6) necrotic damage.

    Weigh Soul (Recharge 4–6). Melchom strikes with his chained account book in an arc. Each creature of his choice in a 20-foot cone must make a DC 23 Wisdom saving throw. On a failure, a creature takes 45 (10d8) psychic damage. A restrained creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.

    Cascading Coinstorm (Recharge 5–6). Melchom upends the Infernal Purse, releasing a torrent of molten gold in a 60-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 72 (16d8) bludgeoning damage plus 36 (8d8) fire damage on a failed save, or half as much on a successful one. The area becomes difficult terrain until cleared; removing the cooled coins requires 1 minute per 10-foot square.

    Bonus Actions

    Contract Enforcement. Melchom targets one creature he can see within 60 feet that is charmed by him or that has accepted a favor or treasure from him within the last 24 hours. The target must succeed on a DC 24 Charisma saving throw or be stunned until the end of Melchom’s next turn.

    Reactions

    Counteroffer. When a creature Melchom can see makes an attack roll against him, Melchom can shower that creature in illusory coin. The attacker has disadvantage on the roll. If the attack misses, the creature is charmed by Melchom until the end of its next turn.

    Legendary Actions

    Melchom 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. Melchom regains spent legendary actions at the start of his turn.

    Detect. Melchom makes a Wisdom (Perception) check.

    Coin Lash. Melchom makes one Coin Lash attack.

    Cast a Cantrip (Costs 2 Actions). Melchom casts one of his at-will spells.

    Infernal Audit (Costs 3 Actions). Melchom chooses one creature he can see within 60 feet. That creature must succeed on a DC 24 Charisma saving throw or be transported to a pocket vault until the end of its next turn, reappearing in the space it left or the nearest unoccupied space. While in the vault, the creature is incapacitated and can’t perceive anything beyond 5 feet.

    Lore

    Satan’s treasurer who manifests as a wealthy figure and spreads consuming greed.

    In various legends, Melchom appears as Hell’s Treasurer, the Keeper of the Purse, the Demon of Greed, and the Duke of Profit.

    In his true form he is a large humanoid demon with feline facial features and human-like expressions, glowing blue-gold eyes without pupils, and skin in shades of dark green, mustard yellow, and dull gray, reminiscent of oxidized copper and antique gold. To disguise himself he adopts the look of a genial-seeming merchant. He is clad in garments that at first glance seem modest yet are fabulously expensive, colored dark green and mustard. His attire always brims with hidden luxuries: heavy silver chains, signet rings on every finger, and gold embroidery along the hem of his mantle.

    From Demonic Bestiary 5E, p. 70 · Fern Flower Press