Brother Morax

Chains of Asmodeus p. 186

Size
Large
Type
fiend (devil)
Alignment
lawful evil
AC
21 (natural armor)
Hit Points
337 (25d10+200)
Speed
walk 40 ft.
Saving Throws
Str +14, Dex +13, Con +15
Skills
Acrobatics +20, Athletics +21, Intimidation +11, Medicine +10, Stealth +13, Survival +10
Resistances
cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Immunities
fire, poison
Condition Immunities
poisoned
Senses
darkvision 120 ft.
Passive Perception
13
Languages
Celestial, Common, Draconic, Infernal, telepathy 120 ft.
Challenge
21
Lineage
Morax
STR
24
+7
DEX
22
+6
CON
27
+8
INT
14
+2
WIS
16
+3
CHA
18
+4

Traits

Proficiency Bonus

+7

Brittle Spine

For each Brittle Spine a creature has, the creature takes 3 (1d6) poison damage at the start of each of their turns, and when Morax activates Burrow or Deep Burrow. Spines can only be removed by a Regeneration spell or similar, or by killing Morax.

Devil's Sight

Magical darkness doesn't impede Adramalech's darkvision.

Magic Resistance

Morax has advantage on saving throws against spells and other magical effects.

Spined Hide

Whenever Morax is hit with a melee attack, the attacker takes 7 (2d6) piercing damage and gains 1 Brittle Spine.

Unbreakable Bond

If Morax is reduced to 0 hit points while Brother Adramalech still lives, Morax regenerates 50 hit points at the start of his next turn. This regeneration is interrupted if Brother Adramalech is reduced to 0 hit points before the start of Morax's turn.

Actions

Multiattack

Morax makes four attacks using his Claw, Spine Fling, or a combination of the two.

Claw

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) slashing damage, and the target gains 1 Brittle Spine.

Spine Fling

Ranged Weapon Attack: +13 to hit, range 30/60 ft., one target. Hit: 12 (1d12 + 6) piercing damage, and the target gains 1 Brittle Spine.

Deep Burrow

Morax immediately deals Brittle Spine ongoing damage to all creatures that have at least one Brittle Spine that he can see.

Bone Spikes (Recharge 6)

Morax shoves an arm into the ground, rapidly growing bones that erupt at a point he can see within 100 feet of him. Each creature in a 60-foot-radius sphere centered on that point must make a DC 21 Dexterity saving throw, taking 28 (8d6) piercing damage on a failed save, or half as much damage on a successful one. Creatures that fail the save gain 2 Brittle Spines, while creatures that succeed only gain 1 Brittle Spine.

recharge

D6

Legendary Actions

Legendary Actions (3/Turn)

Morax 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. Morax regains spent legendary actions at the start of its turn.

recharge

3/TURN

Claw

Morax makes a Claw attack.

Bone Splinters (Costs 2 Actions)

Morax gestures at a creature he can see that has at least 1 Brittle Spine. That creature must succeed on a DC 21 Constitution saving throw or the number of Brittle Spines it has doubles.

Burrow (Costs 2 Actions)

Morax bristles the spines within a creature that he can see. The target immediately takes Brittle Spine ongoing damage.

Other data

description