Malaxxix

Huge fiend (yugoloth), neutral evil

Armor Class

17 (natural armor)

Hit Points

312 (25d12 + 150)

Speed

40 ft., fly 60 ft.

Saves

str +12, con +12

Skills

arcana +12, athletics +12, perception +11

Damage Resistances

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

Damage Immunities

acid, poison

Condition Immunities

charmed, exhaustion, frightened, poisoned

Senses

truesight 120 ft.

Languages

Abyssal, Infernal, telepathy 120 ft.

Challenge

18

Proficiency Bonus

+6

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 Weapon Attack: +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 Weapon Attack: +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

Legendary Actions (3/Turn)

Malaxxix 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. Malaxxix regains spent legendary actions at the start of its turn.

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.