Gholl (Demon Lord)

Family: Demon Lords

Large fiend (demon), chaotic evil

Armor Class 19 (natural armor)
Hit Points 315 (30d10 + 150)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
22 (+6) 67 (+3) 30 (+5) 50 (+5) 50 (+5) 50 (+5)

Saving Throws Con +11, Int +11, Wis +11, Cha +11
Skills Arcana +11, Deception +11, Insight +11, Perception +11
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities frightened, poisoned
Senses truesight 120 ft., passive Perception 21
Languages Abyssal, telepathy 120 ft.
Challenge 20 (25,000 XP)

SPECIAL TRAITS

  • Innate Spellcasting. Gholl’s spellcasting ability is Charisma (spell save DC 19). Gholl can innately cast the following spells, requiring no material components:
  • Magic Resistance. Gholl has advantage on saving throws against spells and other magical effects.
  • Stench. Any creature other than a demon that starts its turn within 10 feet of Gholl must make a DC 19 Constitution saving throw or take 21 (6d6) poison damage on a failure, or half as much on a success. If the target fails the saving throw by 5 or more, it is also poisoned until the start of its next turn.
  • Teleport. Gholl magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

ACTIONS

  • Multiattack. Gholl makes one Bite attack, and two Claw attacks.
  • Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
  • Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
  • Paralyzing Gaze. Gholl targets one creature he can see within 60 feet of him. If the target can see Gholl, it must succeed on a DC 19 Wisdom saving throw against this magic or become paralyzed until the end of Gholl’s next turn. A target that succeeds on the saving throw is immune to Gholl’s Paralyzing Gaze for the next 24 hours.
  • Summon Demon or Gholl (1/day). Gholl summons 1d3 vrocks, 1d2 hezrous, or 1d3 gholles with no chance of failure. A summoned demon or gholle appears in an unoccupied space within 60 feet of Gholl and obeys Gholl’s telepathic commands (no action required). It can’t summon other creatures. It remains for one minute, until it or Gholl dies, or until Gholl dismisses it as an action. It rolls initiative and acts on its own turn.

LEGENDARY ACTIONS

Gholl 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. Gholl regains spent legendary actions at the start of his turn.

  • Claw. Gholl makes a Claw attack.
  • Nauseating Stench (Costs 3 Actions). Each creature within 20 feet of Gholl must make a DC 19 Constitution saving throw or take 28 (8d6) poison damage on a failure or half as much on a success.
  • Teleport. Gholl uses teleport.

ABOUT

Gholl is a powerful demon lord revered by the undead creatures known as gholles. He is a 12-foot-tall male figure with leprous flesh and clawed hands and feet of animal nature. His head is human … almost. It is elongated, with hyena-like jaws and bestial eyes and ears that bespeak some nightmare blend of human and animal.

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