Maphistal, Second of Orcus
Large fiend (demon lord), chaotic evil
Armor Class
21 (natural armor)
Hit Points
400 (32d10 + 224)
Speed
40 ft., fly 80 ft.
STR
28 (+9)
DEX
16 (+3)
CON
24 (+7)
INT
18 (+4)
WIS
20 (+5)
CHA
23 (+6)
Damage Immunities
necrotic, poison
Damage Resistances
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities
charmed, exhaustion, frightened, poisoned
Senses
truesight 120 ft., passive Perception 23
Saving Throws
Con +15, Wis +13, Cha +14
Skills
Deception +14, Intimidation +14, Perception +13
Languages
all, telepathy 120 ft.
Challenge
26 (90,000 XP)
Innate Spellcasting. Maphistal’s spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). It can innately cast the following spells requiring no material components:
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At will: circle of death, detect evil and good, detect magic, dispel magic
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3/day: animate dead, blight, hallow, suggestion, telekinesis
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1/day: conjure fiend, fire storm, power word stun
Legendary Resistance (3/day). If Maphistal fails a saving throw, he can choose to succeed instead.
Magic Resistance. Maphistal has advantage on saving throws against spells and other magical effects.
Magic Weapon. Maphistal’s melee attacks are magical.
Rampage. When Maphistal reduces a creature to 0 hit points with a melee attack on its turn, Maphistal can take a bonus action to move up to half its speed and make a bite attack.
Unholy Aura. Malevolent shadows swirl around Maphistal and radiate out from it in a 30-foot radius. Non-evil creatures in this area have disadvantage on attack rolls against Maphistal and its allies.
Actions
Multiattack. Maphistal makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) piercing damage. If the target is a creature, it must succeed on a DC 20 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target’s hit point maximum lasts until the disease is cured. The disease can be magically cured by a greater restoration or heal spell.
Claws. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) slashing damage. If the target is a creature, it must make a DC 20 Constitution saving throw. On a failure, the target’s Dexterity score is reduced by 1d4. The target dies if this reduces its Dexterity to 0. Otherwise, the reduction lasts until the target finishes a long rest.
Teleport. Maphistal magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Summon (1/day). Maphistal summons 1d12 dretches, 1d6 glabrezus, 1d6 hezrous, 1d4 nalfeshnees, 1d3 marilith, or 1 balor. The summoned demon appears in an unoccupied space within 60 feet of Maphistal, but can’t summon other demons. It remains for 1 minute, until it or Maphistal is slain, or until Maphistal takes an action to dismiss it.
Legendary Actions
Maphistal 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. Maphistal regains spent legendary actions at the start of its turn.
Attack. Maphistal makes one claw attack.
Circle of Death. Maphistal casts circle of death.
Teleport. Maphistal uses its Teleport action.