Svÿrleid (5e Creature)
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Huge fiend (demon), chaotic evil
Saving Throws Str +18, Con +15, Int +10, Wis +12
Amphibious. Svÿrleid can breathe air and water.
Fear Aura. Any creature hostile to Svÿrleid that starts its turn within 20 feet of Svÿrleid must make a DC 20 Wisdom saving throw, unless Svÿrleid is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Svÿrleid's Fear Aura for the next 24 hours.
Shielded Mind. Svÿrleid is immune to scrying and to any effect that would sense his emotions, read its thoughts, or detect his location.
Rampage. When Svÿrleid reduces a creature to 0 hit points with a melee attack on its turn, Svÿrleid can take a bonus action to move up to half his speed and make a bite attack.
Legendary Resistance (3/Day). Svÿrleid fails a saving throw, he can choose to succeed instead.
Magic Resistance. Svereild has advantage on saving throws against spells and other magical effects.
Magic Weapons. Svereild's weapon attacks are magical.
Innate Spellcasting. Svÿrleid's innate spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following Spells, requiring no material components:
At will: detect magic, locate object
3/day each: spiritual weapon, fear, sequester
1/day each: arcane sword, blade barrier
Spellcasting. Svÿrleid is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). He requires no material components to cast its spells. Svÿrleid has the following wizard spells prepared:
Cantrips (at will): Toll the Dead, Produce Flame, Dancing Lights, Eldritch Blast
1st level (4 slots): Charm Person, Dissonant Whispers, Hideous Laughter, Faerie Fire
2nd level (3 slots): Cloud of Daggers, Darkness, Hold Person
3rd level (3 slots): Bestow Curse, Dispel Magic, Protection from Energy
4th level (3 slots): Greater Invisibility, Summon Greater Demon, Sickening Radiance (necrotic)
5th level (3 slots): Animate Objects, Antilife Shell, Wall of Force
6th level (2 slot): Irresistible Dance, Mental Prison
7th level (2 slot): Arcane Sword, Power Word Pain
8th level (1 slot): Abi-Dalzim's Horrid Wilting
9th level (1 slot): Power Word Kill
Multiattack. Svÿrleid makes four attacks: one with his bite, two with his greataxe, and one with his tail.
Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 10) piercing damage plus 15 (2d10 + 2) force damage. If the target is Large or smaller, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and svÿrleid can't bite another target.
Greataxe. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 15 (3d12 + 10) slashing damage plus 15 (2d10 + 2) force damage.
Tail. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 10) slashing damage plus 7 (2d4 + 3) poison damage plus 7 (2d4 + 3) necrotic damage. If the target is a creature, it must succeed on a DC 17 Constitution or be poisoned for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Swallow. Svÿrleid makes one bite attack against a Large or smaller creature he is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Svÿrleid, and it takes 26 (5d6 + 5) acid damage plus 21 (3d8 + 5) bludgeoning damage at the start of each of Svÿrleid's turns. If the Svÿrleid takes 70 damage or more on a single turn from a creature inside it, Svÿrleid must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Svÿrleid. If Svÿrleid dies, a swallowed creature is no longer restrained by him and can escape from the corpse by using 25 feet of movement, exiting prone.
Master of Blades. Svÿrleid focuses his power of true blade mastery causing one creature to have to make a DC 25 Strength or Wisdom saving throw (target's choice), or have their bladed weapon to turn on them. The creature can attempt to repeat the saving throw as an action to regain control of the weapon. If the weapon is sentient, and is in good standing with the creature, it has advantage on the saving throw. If the weapon is sentient, and in poor standing with the creature, it has disadvantage.
Svÿrleid 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. Svÿrleid regains spent legendary actions at the start of his turn.
Tail. Svereild makes a tail attack.
The demon lord of blades, Svÿrleid cuts a horrific figure. A gaping maw resembling that of a deep sea beast, skin covered skeletal wings, thick legs like those of a horse, an immense scorpion tail, and two disproportional arms. He wields a mighty greataxe. Possibly the most horrid feature of this juggernaut is the adamantine embedded in his skin and external hard tissues completely replaced with the metal. Worshipers of this demon lord are reckless hand to hand fighters and mad spellswords, loving nothing more than senseless slaughter to please their lord.