Chemosh, Demon Lord of Conquest

Creature Codex (3pp)

Size
Huge
Type
fiend (demon)
Alignment
chaotic evil
AC
18 (natural armor)
Hit Points
175 (14d12+84)
Speed
walk 50 ft., swim 100 ft.
Saving Throws
Str +14, Int +12
Skills
Athletics +14, Deception +17, History +12, Persuasion +11
Immunities
cold, poison; bludgeoning, piercing, slashing from nonmagical weapons
Condition Immunities
charmed, exhaustion, poisoned
Senses
truesight 120 ft.
Passive Perception
13
Languages
All, telepathy 120 ft.
Challenge
19
STR
26
+8
DEX
11
+0
CON
23
+6
INT
23
+6
WIS
16
+3
CHA
21
+5

Traits

Amphibious

Chemosh can breathe air and water.

Aura of Fury

The calm emotion spell instantly fails when cast within 60 feet of Chemosh. In addition, any creature that starts its turn within 30 feet of Chemosh must succeed on a DC 19 Wisdom saving throw or enter a mad rage, attacking the nearest creature it can see until the start of its next turn. At the start of his turn, Chemosh can decide whether this aura is active.

Legendary Resistance (3/Day)

If Chemosh fails a saving throw, he can choose to succeed instead.

recharge

3/DAY

Magic Resistance

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

Magic Weapons

Chemosh's weapon attacks are magical.

Innate Spellcasting

The chemosh, demon lord of conquest's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

  • At will: alter self, create or destroy water
  • 3/day each: crown of madness, fear
  • 1/day each: greater invisibility, teleport

Actions

Multiattack

Chemosh makes three longsword attacks and one shortsword attack, or three longbow attacks.

Longsword

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage or 24 (3d10 + 8) slashing damage if used with two hands.

Shortsword

Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 8) piercing damage.

Longbow

Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 13 (3d8) piercing damage.

The range and accuracy of Chemosh's arrows are not affected by water.

Legendary Actions

Legendary Actions (4/Turn)

The fiend (demon) can take 4 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. The fiend (demon) regains spent legendary actions at the start of its turn.

recharge

4/TURN

Options

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

Longsword

Chemosh makes one longsword attack.

Call Carrion-Eater (Costs 2 Actions)

Chemosh summons a vrock at a point within 60 feet of him. The vrock has a swim speed equal to its fly speed. It remains for 1 minute, until it or Chemosh dies, or until Chemosh dismisses it as an action.

Chemosh can summon up to three vrocks per day.

Swim

Chemosh swims up to his swim speed without provoking opportunity attacks.

Spells

alter self, create or destroy water, crown of madness, fear, greater invisibility, teleport

Other data

description