Aldinach (Demon Lord)

Family: Demon Lords

Large fiend (demon), chaotic evil

Armor Class 24 (natural armor)
Hit Points 294 (28d10 + 140)
Speed 30 ft., fly 60 ft.

24 (+7) 72 (+6) 60 (+5) 52 (+6) 64 (+7) 72 (+6)

Saving Throws Str +14, Con +12, Wis +14, Cha +13
Skills Arcana +13, Deception +13, Intimidation +13, Perception +14
Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities lightning, poison
Condition Immunities frightened, poisoned
Senses truesight 60 ft., darkvision 120 ft., passive Perception 24
Languages Abyssal, telepathy 120 ft.
Challenge 21 (33,000 XP)


  • Combat Awareness. Aldinach can’t be surprised, and he has advantage on initiative rolls if he isn’t incapacitated or unconscious.
  • Destroy Coffer. As a bonus action so long as Aldinach is in the tomb, he may cast a crackling ray of red-black energy, the only effect of which is to destroy one of the ivory coffers in Area 17 of the tomb.
  • Innate Spellcasting. Aldinach’s spellcasting ability is Charisma (spell save DC 21). The fiend can innately cast the following spells, requiring no material components:
  • Legendary Resistance (3/day). If Aldinach fails a saving throw, he can choose to succeed instead.
  • Magic Resistance. Aldinach has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. Aldinach’s weapon attacks are magical.


  • Multiattack. Aldinach uses his Paralyzing Gaze and makes one Bite attack, one Gore attack, and one Scimitar attack.
  • Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) piercing damage.
  • Gore. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage.
  • Scimitar. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) slashing damage. The target must succeed on a DC 20 Constitution saving throw or be stunned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Paralyzing Gaze. Aldinach targets one creature he can see within 60 feet of him. If the target can see Aldinach, it must succeed on a DC 21 Wisdom saving throw against this magic or become paralyzed until the end of Aldinach’s next turn. A target that succeeds on the saving throw is immune to Aldinach’s Paralyzing Gaze for the next 24 hours.
  • Summon Demon (1/day). Aldinach summons 1d4 vrocks or 1d3 hezrous with no chance of failure. A summoned demon appears in an unoccupied space within 60 feet of Aldinach and obeys Aldinach’s telepathic commands (no action required). It can’t summon other demons. It remains for one minute, until it or Aldinach dies, or until Aldinach dismisses it as an action. It rolls initiative and acts on its own turn.


Aldinach can take three 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. Aldinach regains spent legendary actions at the start of his turn.

  • Bite. Aldinach makes a Bite attack.
  • Cast a Spell. Aldinach casts one spell from its Innate Spellcasting trait.
  • Paralyzing Gaze (Costs 2 Actions). Aldinach uses his Paralyzing Gaze.


Aldinach is a 16-foot-tall humanoid with jet-black skin marked in blood-red arcane and demonic patterns, twisting black horns, glowing eyes and dripping fangs, and long talons with six fingers. Though he will not use it in the tomb, he has an alternative form that is about nine feet tall and demonically handsome. Aldinach appears in the tomb only because of the ancient ritual used by Rahotep. In truth, he would rather see Rahotep defeated and the forces of good prevail than assist the unloving agent of Set.

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Necropolis, © 2021, Necromancer Games; Author Mark Greenberg, Bill Webb

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