If Jillian is a total bad-ass at CR 21 and she’s the just lieutenant, then how bad-ass is the captain of the guard himself? My guess would be CR 24 or so.
Medium fiend (demon), chaotic evil
Armor Class 21 (natural armor, floating shield +1)
Hit Points 237 (25d8 + 125)
Speed 40 ft.
Abilities Str 23 (+6), Dex 20 (+5), Con 20 (+5), Int 12 (+1), Wis 14 (+2), Cha 16 (+3)
Saving Throws Dex +12, Con +12, Wis +9
Skills Athletics +13, Intimidation +10, Perception +9, Stealth +12
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 12
Languages Abyssal, Common
Special Equipment. Koroxon wields a halberd +3 and is equipped with a floating shield +1, a ring of force resistance, and a cloak of displacement. He carries 3 potions of superior healing.
Fighting Spirit (3/day). As a bonus action, Koroxon can give himself advantage on weapon attack rolls until the end of the current turn. When he does, he also gains 15 temporary hit points.
Innate Spellcasting. Koroxon’s innate spellcasting ability is Wisdom (spell save DC 17). Koroxon can innately cast the following spells, requiring no material components.
- At will: alter self, darkness, dispel magic, fear, heat metal, levitate
Legendary Resistance (3/day). If Koroxon fails a saving throw, he can choose to succeed instead.
Multiattack. Koroxon makes four melee attacks. He can also uses his Weakening Gaze before or after making these attacks.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.
Halberd +3. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 14 (1d10 + 9) slashing damage.
Weakening Gaze. Koroxon targets one creature that he can see within 20 feet of him. The target must make a DC 20 saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Koroxon can take 3 legendary actions, choosing from the options below. He can take only one legendary action at a time and only at the end of another creature’s turn. Koroxon regains spent legendary actions at the start of his turn.
Attack. Koroxon makes a melee attack.
Duck and Cover (Costs 2 Actions). Koroxon moves up to half his move speed and uses the Hide action.
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