Camlash

Huge fiend (demon), chaotic evil

Armor Class

19 (natural armor)

Hit Points

325 (26d12 + 156)

Speed

40 ft., fly 80 ft.

Saves

str +14, wis +9, con +12, cha +12

Damage Resistances

cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

fire, poison

Condition Immunities

poisoned

Senses

truesight 120 ft.

Languages

Abyssal, telepathy 120 ft.

Challenge

19

Proficiency Bonus

+6

Death Throes

Camlash explodes when reduced to 0 hit points, and each creature within 30 feet of Camlash must make a DC 21 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried.

Magic Resistance

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

Spider Aura

Camlash is surrounded by tiny biting spiders that magically appear and disappear from moment to moment. At the start of each of Camlash's turns, each creature within 10 feet of Camlash takes 10 (3d6) poison damage and must succeed on a DC 21 Constitution saving throw or have the paralyzed condition until the start of Camlash's next turn.

Actions

Multiattack

Camlash makes one Flaming Whip attack and one Lightning Blade attack. Camlash can replace one of these attacks with Teleport.

Flaming Whip

Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 25 (5d6 + 8) fire damage, and if the target is a creature, it must succeed on a DC 21 Strength saving throw or be pulled up to 25 feet toward Camlash.

Lightning Blade

Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage.

Teleport

Camlash magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.