18 (natural armor)
175 (14d12+84)
walk 50 ft., swim 100 ft.
Str +14, Int +12
Athletics +14, Deception +17, History +12, Persuasion +11
cold, poison; bludgeoning, piercing, slashing from nonmagical weapons
charmed, exhaustion, poisoned
truesight 120 ft.
All, telepathy 120 ft.
19
Chemosh can breathe air and water.
The calm emotion spell instantly fails when cast within 60 feet of Chemosh. In addition, any creature that starts its turn within 30 feet of Chemosh must succeed on a DC 19 Wisdom saving throw or enter a mad rage, attacking the nearest creature it can see until the start of its next turn. At the start of his turn, Chemosh can decide whether this aura is active.
If Chemosh fails a saving throw, he can choose to succeed instead.
Chemosh has advantage on saving throws against spells and other magical effects.
Chemosh's weapon attacks are magical.
The chemosh, demon lord of conquest's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components: • At will: alter self, create or destroy water • 3/Day each: crown of madness, fear • 1/Day each: greater invisibility, teleport
Chemosh makes three longsword attacks and one shortsword attack, or three longbow attacks.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage or 24 (3d10 + 8) slashing damage if used with two hands.
Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 8) piercing damage.
Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 13 (3d8) piercing damage. The range and accuracy of Chemosh's arrows are not affected by water.
The fiend (demon) can take 4 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. The fiend (demon) regains spent legendary actions at the start of its turn.
Chemosh 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. Chemosh regains spent legendary actions at the start of his turn.
Chemosh makes one longsword attack.
Chemosh summons a vrock at a point within 60 feet of him. The vrock has a swim speed equal to its fly speed. It remains for 1 minute, until it or Chemosh dies, or until Chemosh dismisses it as an action. Chemosh can summon up to three vrocks per day.
Chemosh swims up to his swim speed without provoking opportunity attacks.