17 (Unarmored Defense)
157 (15d10 + 75)
walk 30 ft.
Str +10, Con +9, Wis +7
Intimidation +11, Religion +5
darkvision 60 ft.
Abyssal, Common, one other language
9
+4
The Slaughter Lord's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: • At will: thaumaturgy • 3/Day each: flame strike, spirit guardians • 1/Day each: control weather, divine word, fire storm
If the Slaughter Lord fails a saving throw, it can choose to succeed instead.
While the Slaughter Lord is wearing no armor and not wielding a shield, its AC includes its Constitution modifier.
The Slaughter Lord makes four attacks with its dual greatswords or three attacks with its spear.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 3 (1d6) fire damage.
Melee or Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 3 (1d6) fire damage, or 15 (2d8 + 6) piercing damage plus 3 (1d6) fire damage if used with both hands to make a melee attack.
The Slaughter Lord can move up to its speed toward a hostile creature it can see.
The Slaughter Lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Slaughter Lord regains spent legendary actions at the start of its turn.
The Slaughter Lord makes a spear or dual greatswords attack.
The Slaughter Lord moves up to half its speed.
The Slaughter Lord casts an innate spell.