Malaxxix

(The Book of Many Things)

Huge fiend (yugoloth), Neutral Evil

Armor Class17 (natural armor)
Hit Points312 (25d12 + 150)
Speed40 ft., fly 60 ft.
STRDEXCONINTWISCHA
23 (+6) 16 (+3) 22 (+6) 22 (+6) 20 (+5) 18 (+4)
Saving ThrowsCon +12, Str +12
SkillsArcana +12, Athletics +12, Perception +11
Damage Vulnerabilities—
Damage Resistancescold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunitiesacid; poison
Condition Immunitiescharmed; exhaustion; frightened; poisoned
Sensestruesight 120 ft., passive Perception 21
LanguagesAbyssal, Infernal, telepathy 120 ft.
Challenge18

Traits

Legendary Resistance (3/Day).

If Malaxxix fails a saving throw, it can choose to succeed instead.

Magic Resistance.

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

Actions

Multiattack.

Malaxxix makes two Forge Hammer or Whip attacks in any combination.

Forge Hammer.

Melee or Ranged Attack Roll: +12 to hit, reach 10 ft. or range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage, and the target can't take reactions until the end of Malaxxix's next turn. Hit or Miss: The hammer then magically returns to Malaxxix's hand.

Whip.

Melee Attack Roll: +12 to hit, reach 30 ft., one creature. Hit: 15 (2d8 + 6) slashing damage, and the target has the restrained condition for 1 minute. The restrained target can make a DC 20 Strength saving throw at the end of each of its turns, ending the effect on itself on a success. Only one creature can be restrained by the whip at a time.

Mezzoloth Vortex (Recharge 5-6).

Malaxxix summons a vortex of whirling mezzoloths at a point it can see within 90 feet of itself. The vortex is a 30-foot-radius, 100-foot-high cylinder centered on that point. Each creature other than Malaxxix in that area must make a DC 20 Dexterity saving throw. On a failed save, a creature takes 35 (10d6) force damage and has the restrained condition while within the cylinder. On a successful save, a creature takes half as much damage and is pushed to the nearest unoccupied space outside the cylinder. The vortex lasts until the start of Malaxxix's next turn.

Legendary Actions

Fiendish Stride.

Malaxxix moves up to its speed. This movement doesn't provoke opportunity attacks. When Malaxxix moves within 5 feet of a creature during this movement, that creature takes 5 (1d10) lightning damage. A creature can take this damage only once per turn.

Attack (Costs 2 Actions).

Malaxxix makes one Forge Hammer or Whip attack.