18 (plate armor)
170 (20d8+80)
walk 40 ft.
Str +10, Con +9, Wis +8, Cha +10
Athletics +10, Insight +8, Perception +8, Persuasion +10
bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
piercing from magic weapons wielded by good creatures
darkvision 60 ft.
Common, Infernal
15
Mordakhesh can't be affected or detected by spells of 6th level or lower unless he wishes to be. Mordakhesh has advantage on saving throws against all other spells and magical effects.
Mordakhesh's spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Mordakhesh can innately cast the following spells, requiring no material components: • At will: chromatic orb (see "Actions" below), detect thoughts, disguise self • 1/Day each: banishing smite, destructive wave, fly, mass suggestion, staggering smite, suggestion, true seeing
Mordakhesh makes three greatsword attacks.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 5 (1d10) force damage.
Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 13 (3d8) damage of a type chosen by Mordakhesh: acid, cold, fire, lightning, poison, or thunder.
Mordakhesh 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. Mordakhesh regains spent legendary actions at the start of its turn.
Mordakhesh makes one weapon attack or casts chromatic orb.
Modakhesh gains resistance to one damage type of his choice—acid, cold, fire, lightning, poison, or thunder—until the start of his next turn.
Mordakhesh targets up to two allies that he can see within 30 feet of him. If a target can see and hear him, the target can make one weapon attack as a reaction and gains advantage on the attack roll.