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Drar'omath CR: 24

Large fiend, chaotic evil
Armor Class: 20
Hit Points: 550
Speed: 40 ft

STR

22 +6

DEX

15 +2

CON

21 +5

INT

23 +6

WIS

21 +5

CHA

26 +8

Saving Throws: DEX (+9), CON (+12), WIS (+12)
Skills:
  • Deception +15
  • Insight +12
  • Perception +12
  • Persuasion +15
Damage Resistances: Cold; Fire; Lightning; Bludgeoning, Piercing, and Slashing
Damage Immunities: Poison; Bludgeoning, Piercing, and Slashing that is nonmagical
Condition Immunities: Charmed, Exhausted, Frightened, Poisoned
Senses:
  • Truesight 120ft.
  • Passive Perception: 22
Languages: All, Telepathy 120ft.
Challenge Rating: 24

  • Legendary Resistance (3/day)
  • Magic Resistance.

Actions

  • Use Key. When you take this Action, choose one of the following options:
    • The Age Key. Choose a target within 5ft. of you. That target must succeed on a DC 25 Constitution Saving Throw or have their age increased by 1d20 years.
    • The Alignment Key. Make an Attack Roll (+8 to hit) against a target within 5ft. of you. On a hit, the target's alignment shifts closer to your aligment (Chaotic Evil).
    • The Curse Key. Choose a target within 30ft. of you. That target must succeed on a DC 25 Wisdom Saving Throw or be subjected to one of the following curses of your choice:
      • Curse of Feebleness. The target has Disadvantage on all d20 Tests using Strength.
      • Curse of Clumsiness. The target has Disadvantage on all d20 Tests using Dexterity.
      • Curse of Lethargy. The target has Disadvantage on all d20 Tests using Constitution.
      • Curse of Idiocy. The target has Disadvantage on all d20 Tests using Intelligence.
      • Curse of Foolishness. The target has Disadvantage on all d20 Tests using Wisdom.
      • Curse of Awkwardness. The target has Disadvantage on alll d20 Tests using Charisma.
      • Curse of Slowness. The target is Slowed and suffers a -2 penalty to AC.

      All curses last indefinitely. The Spell Remove Curse can be used to end only one curse caused by this Key per day. A given target cannot be affected by multiple instances of the same curse at the same time.

    • The Death Key. Make an Attack Roll (+8 to hit) against a target within 5ft. of you. On a hit, they must make a DC 25 Constitution Saving Throw. If the target is Bloodied, the Saving Throw is made with Disadvantage. On a success, the creature drops to 0 Hit Points and falls Unconscious. On a failure, the target dies instantly.
    • The Frost Key. Choose a target within 30ft. of you. That target must make a DC 25 Constitution Saving Throw. On a failed Save they take 8d10 Cold Damage and are Slowed. On a successful Save, they take half as much Damage and are not Slowed. If a creature is reduced to 0 Hit Points by this, they are Petrified in ice instead of becoming unconscious or dead.
    • The Head Key. Make an Attack Roll (+8 to hit) against a target within 5ft. of you. On a hit, they are subject to the effects of the Confusion Spell.
    • The Mailbox Key. You say the name of an object and insert the Key into an enclosed box. If the named object can fit inside the box, it is summoned to the box.
    • The Matchstick Key. Choose a target within 30ft. of you. That target must make a DC 25 Dexterity Saving Throw. On a failed Save they take 10d6 Fire Damage or half as much Damage on a successful Save. If a creature is reduced to 0 Hit Points by this, they are turned to ash.
    • The Perception Key. Make an Attack Roll (+8 to hit) against a target within 5ft. of you. On a hit, they must succeed on a DC 25 Wisdom Saving Throw or be Blinded.
    • The Polymorph Key. Choose a target within 30ft. of you. That target must make a DC 25 Wisdom Saving Throw or be transformed into a creature of your choosing. A willing creature may choose to fail this Save automatically.
    • The Size Key. Choose a target within 30ft. of you. That target must make a DC 25 Constitution Saving Throw. Their Size is reduced by 2 categories on a failed Save, or by 1 on a success.
    • The Sleep Key. Make an Attack Roll (+8 to hit) against a target within 5ft. of you. On a hit, they must succeed on a DC 25 Wisdom Saving Throw or be put to sleep until someone takes an Action to wake them or an extremely loud sound is produced within 60ft. of them.
    • The Wither Key. Make an Attack Roll (+8 to hit) against a target within 5ft. of you. On a hit, they take 6d12 Necrotic Damage.

Reactions

  • Antimagic Key (Counterspell). In response to being targeted by a Spell, you attempt to use the Antimagic Key to absorb the Spell. Make a Dexterity Saving Throw against the caster's Spell Save DC. On a success, the Key absorbs the Spell and you suffer none of its effects. On a failure, you are subjected to the Spell's effects.

Legendary Actions

Drar'omath can take Legendary Actions, choosing from the following options. He can take only one Legendary Action at a time and only at the end of another creature's turn.

  • Use Key.You take the Use Key Action.
  • Disengage. You move up to half your Speed. This movement does not provoke Attacks of Opportunity.
  • Summon Lesser Demons. 1d4 lesser demons spawn in locations of your choice that you can see within 30ft. of you. Each summoned demon has 1HP and has a claw attack with +5 to Hit that deals 1d6 Slashing Damage. They take their turns immediately after Drar'omath.


Created by

DarthKarth1322.

Statblock Type

Monster

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