20 (natural armor)
300 (24d12+144)
walk 40 ft., fly 80 ft.
Str +15, Con +13, Wis +11, Cha +17
Intimidation +17, Performance +17, Persuasion +17
necrotic; bludgeoning, piercing, slashing from nonmagical attacks
fire, poison
charmed, exhaustion, frightened, poisoned
truesight 120 ft.
Abyssal, Common
24
Any creature that starts its turn within 30 feet of Rakdos must make a DC 25 Wisdom saving throw. On a failed save, the creature becomes charmed by Rakdos for 1 minute or until the creature is farther than 30 feet away from him. On a successful save, the creature becomes immune to Rakdos's Captivating Presence for 24 hours.
When a creature Rakdos can see within 60 feet of him is reduced to 0 hit points, Rakdos gains 25 temporary hit points.
If Rakdos fails a saving throw, he can choose to succeed instead.
Rakdos has advantage on saving throws against spells and other magical effects.
Rakdos's weapon attacks are magical.
Rakdos's spellcasting ability is Charisma (spell save DC 25). He can innately cast hellish rebuke (at 5th level) at will, requiring no material components. • At will: hellish rebuke
Rakdos makes two attacks with his Curtain-Call Scythe or his claws.
Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) slashing damage plus 13 (3d8) fire damage.
Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.
Rakdos 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. Rakdos regains spent legendary actions at the start of its turn.
Each creature within 60 feet of Rakdos that is his ally or is charmed by him must use its reaction to move up to half its speed toward the creature closest to it that it can see, provided it isn't already within 5 feet of that creature. It then must make one melee attack against that creature if it is able to do so.
Rakdos uses Curtain-Call Scythe.
Rakdos makes a claw attack against one creature within 10 feet of him. The target must succeed on a DC 25 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature can't maintain concentration on a spell or any other effect that requires concentration. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.