Arcaturas (5e Creature)

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Arcaturas[edit]

Large fiend (demon), chaotic evil


Armor Class 22 (natural armor)
Hit Points 387 (31d10 + 217)
Speed 50 ft, fly 150 ft.


STR DEX CON INT WIS CHA
28 (+9) 19 (+4) 25 (+7) 26 (+8) 26 (+8) 29 (+9)

Saving Throws Dexterity +12, Constitution +15, Wisdom +16, Charisma +17
Skills Athletics +17, Arcana +16, Insight +16, Intimidation +17, Perception +16, Persuasion +17
Damage Resistances cold, fire, lightning
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 26
Languages all, telepathy 120 ft.
Challenge 26 (75,000 XP)


Feature Name. Feature description

ACTIONS

Multiattack Arcaturus make two attacks.

Angel Bane (mace.) Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage plus 16 (3d10) necrotic damage, and an extra 16 (3d10) necrotic damage against celestials.

Heartseeker (longbow). Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and the target is afflicted with a demonic wound, losing 9 (2d8) hit points at the start of each of its turns due to bleeding. Whenever Arcaturus hits that creature with this attack, the bleeding damage increases by 9 (2d8). If the creature receives magical healing, the wound closes.

Champion of the Abyss (recharge 5-6). Arcaturus enlarges himself. He becomes size huge, his weapon attacks deal an extra damage die, his AC increases to 23, and he regains 20 hit points. This lasts until the end of his next turn.

LEGENDARY ACTIONS

Arcaturus can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Arcaturus regains spent legendary actions at the start of his turn.

Abyssal Burst (Costs 3 Actions.) Arcaturus explodes with abyssal energy. Each creature within 60 ft. of him must succeed on a DC 23 Dexterity saving throw or take 18 (4d8) fire damage plus 18 (4d8) necrotic damage.

Lost Splendor. Each creature within 60 feet of Arcaturus must succeed on a DC 23 Constitution saving throw or be blinded until the end of its next turn.

Shield Slam (Costs 2 Actions). Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 16 (2d6+9) bludgeoning damage plus 13 (2d12) lightning damage and the target must succeed on a DC 23 Constitution saving throw or be stunned until the end of its next turn.


Arcaturus is the demon lord of corruption, temptation, and revenge. Known as The Fallen, he appears as a glorious solar, wearing a hood over his head. However, any creature with truesight can see his true form; a skeletal figure with a black, tattered cloak and spectral black wings. He lures angels to commit cruel acts through the use of complex plots. He subdues paladins, makes clerics betray their deities, and even causes the deities themselves to betray their portfolios. He is worshiped by fallen angels, oathbreaker paladins, death knights, and nightmares. His mace reaps the life from creatures, and almost instantly slays any celestial that it hits. His bow fires arrows that cause jagged wounds that bleed until the creature dies. His shield crackles with lightning, and he uses it to deadly effect in battle. When he gets angry, he grows to massive size as he charges into battle.

Arcaturas's Lair

Arcaturus makes his lair in a huge palace with crisscrossing bridges and soaring towers. It all floats in a fiery void.

Lair Actions

On initiative count 20 (losing initiative ties), Arcaturus takes a lair action to cause one of the following effects; Arcaturus can't use the same effect two rounds in a row:

Arcaturus causes bolts of fire to shoot out of the fiery void in which he makes his lair at 2d4 creatures of his choice. Each creature must succeed on a DC 23 Dexterity saving throw or take 17 (5d6) fire damage.

Arcaturus telekinetically pushes one creature of his choice into his fiery void. It must succeed on a DC 23 Strength saving throw or take 7 (2d6) fire damage plus 7 (2d6) psychic damage and be stunned until the end of its next turn.

Arcaturus teleports up to 120 ft.



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