Health: 330
Armor: 33
Saving Throw & Skill Check Modifier: 8
Attack To Hit: 4
Attack Damage: 4d10 + 73
Attacks Per Round: 2
Base Movement: Determined By DM (This includes flying, walking, swimming, and climbing)
Spellsave DC: 20
(P) The demon's attacks deal 5 additional fire damage die.
(P) Enemies within 10 feet of the demon have disadvantage on Cognitive saving throws.
(P): Allies within 10 feet of the demon gain a +12 bonus to attack rolls.
(P): The demon has a +12 bonus to AC and immunity to fire and solar damage.
(P) When the demon is reduced a to 0 hit points within 30 feet, it gains temporary hit points equal to the creature's total hit points.
(BA) The demon can use a bonus action to teleport up to 15 feet to an unoccupied space within 5 feet of a target it can see and make 5 melee attack.
(R) When an ally within 10 feet of the demon is attacked, the demon can use its reaction to impose disadvantage on the attack roll.
(R) When the demon returns fire damage back to the caster, or attacker.
(R) When the demon takes damage from a creature within 5 feet, it can use its reaction to make 5 melee attack against that creature.
(P): When the demon is hit by an attack, the attacker must succeed on a reflex saving throw or take 137 fire damage.
(A): The demon can use its action to conjure chains of fire that restrain a creature within 30 feet. A creature must succeed on an athletics or agility check or take 137 fire damage and remain grappled taking damage each failure until it succeeds.
(A): The demon can use its action to shoot a bolt of hellfire at a point it can see within range all creatures within 15 feet if the point must succeed on a reflex saving throw of take 137 fire damage.
Monsters can have up to 3 damage resistance or 1 immunity, and 1 vulnerability. Level 12 plus monsters can have up to 6 damage resistances and 1 invulnerability and 1 vulnerability. In addition, minions and bruisers can have immunity to 1 type of crowd control. In addition, they have +3 to 1 skill check and saving throw of your choice that fits the monster's narrative.
Each creature or monster has special abilities known as maneuvers to help them feel more unique in combat. Below is a list of the monster types. The maneuvers can be used in combat to spice things up.
Minions - 1 Maneuver
Bruiser - 2 Maneuver
Legendary - 3 Maneuver
In addition to your maneuver each creature has a ranged attack and melee attack dealing the same damage. Flavor the ranged attack as you see fit per your monster.
Minions - 30 Range
Bruiser - 120 Range
Legendary - 240 Range
Legendary Monsters have 3 unique abilities that make them legendary.
Legendary Resistance - They can automatically succeed on a roll of the DM's choice once per round.
Legendary Vengeance - This allows the legendary minion to attack or skill check once after each player's turn.
Legendary Movement - They are immune to crowd control.
Average:
Average length 3-4 rounds
Choose 1.
Challenging:
Average length 3-5 rounds
Choose 1.
Epic:
Average length 3-4 rounds
Choose 1.
These fights will all keep the battles engaging for players without dragging on. ๏ปฟ