b'Demon Lord of Night \n'b'  Family:   Demons  \n'b'  Huge   fiend  (demon),  chaotic evil  \n'b'  Armor Class  20 (natural armor)  Hit Points  350 (28d12 + 168)  Speed  20 ft., fly 100 ft.\n'b' STATS STR: 14 (+2) DEX:  19 (+4)  CON:  23 (+6)  INT:  16 (+3)  WIS:  20 (+5)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +11,  Con  +13,  Wis  +12  Skills   Deception  +10,  Perception  +12,  Stealth  +11  Damage Resistances  fire, lightning  Damage Immunities  cold, poison; bludgeoning, piercing, and slashing from nonmagical weapons  Condition Immunities   charmed ,  exhaustion ,  frightened ,  poisoned   Senses   truesight  120 ft., passive Perception 22  Languages  all, telepathy 120 ft.  Challenge  21 (33,000 XP) \n'b' Special Traits \n'b'\n'b'  Born of Darkness . The Demon Lord of Night can take the  Hide  action as a  bonus action  on each turn while it is in dim light or darkness, even if it is being observed. \n'b'  Innate Spellcasting . The Demon Lord of Night\xe2\x80\x99s innate spellcasting ability is  Charisma  (save DC 18). It can innately cast the following spells without material components.\n'b'\n'b'\n'b'  At will :  darkness ,  silence  \n'b'  3/day each :  fear ,  invisibility ,  teleport  \n'b'  1/day :  circle of death  \n'b'\n'b'  Keen Senses . The Demon Lord of Night has advantage on  Wisdom  ( Perception ) checks that rely on sight. \n'b'  Legendary Resistance (3/day) . If The Demon Lord of Night fails a saving throw, it can choose to succeed instead. \n'b'  Magic Resistance . The Demon Lord of Night has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The Demon Lord of Night\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The Demon Lord of Night makes one bite  attack , one wing  attack , and one talons  attack . \n'b'  Bite .  Melee Weapon Attack : +11 to hit, reach 5 ft., one target.  Hit : 26 (4d10 + 4) piercing damage. \n'b'  Wing .  Melee Weapon Attack : +11 to hit, reach 15 ft., one target.  Hit : 17 (3d8 + 4) bludgeoning damage and the target must succeed on a DC 17  Strength  saving throw or be knocked  prone . \n'b'  Talons .  Melee Weapon Attack : +11 to hit, reach 10 ft., one target.  Hit : 14 (3d6 + 4) slashing damage and the target is  grappled  and  restrained  (escape DC 17). The Demon Lord of Night can grapple one creature at a time if it is on the ground or two if it is flying. Talons grappling a creature can\xe2\x80\x99t  attack  any other creature. \n'b'\n'b' Legendary Actions \n'b' The Demon Lord of Night 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\xe2\x80\x99s turn. The Demon Lord of Night regains spent legendary  actions  at the start of its turn. \n'b'\n'b'  Attack . The Demon Lord of Night makes one  attack . \n'b'  Move . The Demon Lord of Night flies half its speed without provoking opportunity attacks. \n'b'  Shroud (2 actions) . The Demon Lord of Night radiates magical  darkness  in a 30-foot radius. The darkness lasts until the start of The Demon Lord of Night\xe2\x80\x99s next turn. \n'b'\n'b' Lair \n'b' The Demon Lord of Night\xe2\x80\x99s lair is an immense tree in the center of a lightless layer of the Abyss. The tree is an ancient, dead snag with a massive, hollow chamber in the rotting trunk. \n'b' Lair Actions \n'b' On  initiative  count 20 (losing  initiative  ties), The Demon Lord of Night takes a lair action to cause one of the following effects; The Demon Lord of Night can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' The Demon Lord of Night snuffs all light sources within the lair. Spells that create light are dispelled, mundane light sources are extinguished, and magical light sources are suppressed. Even light created by artifacts is reduced to dim light with half its normal radius of illumination. This lasts until  initiative  count 20 on the following round. \n'b' Haunting, maddening music emanates from a point The Demon Lord of Night can see. Creatures within 50 feet of the origin that can hear the music must make a DC 15  Wisdom  saving throw. Those that fail are  charmed , incapacitated, and have their speed reduced to 0 until they take damage or until  initiative  count 20 on the following round. \n'b' Black tendrils writhe around up to three creatures The Demon Lord of Night can see within 100 feet. The creatures must succeed on a DC 15  Strength  saving throw or be  restrained  until  initiative  count 20 on the following round. \n'b'\n'b' Regional Effects \n'b' The region containing The Demon Lord of Night\xe2\x80\x99s lair is warped by the demon lord\xe2\x80\x99s magic, which creates one or more of the following effects: \n'b'\n'b' Within 1 mile of the lair all light sources except artifacts shed light to only half the usual radius. \n'b' Owls and other nocturnal beasts become enraged and hostile within 5 miles of the lair, attacking intruders individually and in swarms. \n'b' Within 1 mile of the lair, The Demon Lord of Night can cast his senses into any area of dim light or darkness as if using  clairvoyance . \n'b'\n'b' If The Demon Lord of Night dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.'