b'Demon Lord of Bats and Fire \n'b'  Family:   Demons  \n'b'  Large   fiend  (demon),  chaotic evil  \n'b'  Armor Class  19 (natural armor)  Hit Points  537 (43d10 + 301)  Speed  30 ft., climb 30 ft., fly 80 ft.\n'b' STATS STR: 30 (+10) DEX:  22 (+6)  CON:  25 (+7)  INT:  12 (+1)  WIS:  22 (+6)  CHA:  25 (+7)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +13,  Con  +14,  Wis  +13,  Cha  +14  Skills   Acrobatics  +13,  Athletics  +17,  Deception  +14,  Insight  +13,  Intimidation  +14,  Perception  +13  Damage Resistances  acid, lightning; bludgeoning, piercing, and slashing from nonmagical weapons  Damage Immunities  fire, poison, thunder  Damage Vulnerabilities  cold  Condition Immunities   charmed ,  deafened ,  frightened ,  paralyzed ,  petrified ,  poisoned ,  stunned   Senses   blindsight  120 ft., darkvision 40 ft., passive Perception 23  Languages  Common, Derro, Draconic, Dwarvish, Infernal, Kobold, Primordial, +3 additional; telepathy 300 ft.  Challenge  22 (62,000 XP) \n'b' Special Traits \n'b'\n'b'  Shapechanger . The Demon Lord of Bats and Fire can use his action to  polymorph  into a form that resembles a giant bat covered in smoldering ashes, or back into his true, winged  humanoid  form. His statistics are the same in each form. Any equipment he is wearing or carrying isn\xe2\x80\x99t transformed. Either form turns into a pile of greasy ash if destroyed. \n'b'  Echolocation . The Demon Lord of Bats and Fire can\xe2\x80\x99t use his  blindsight  while  deafened . \n'b'  Keen Hearing . The Demon Lord of Bats and Fire has advantage on  Wisdom  ( Perception ) checks that rely on hearing. \n'b'  Gift of Vampirism . The Demon Lord of Bats and Fire may choose to raise those slain through  Strength  loss as vampires. They rise after 1d4 days, permanently dominated by The Demon Lord of Bats and Fire until such time as he sees fit to grant them free will. The Demon Lord of Bats and Fire may have no more than ten enslaved vampires at any given time. \n'b'  Heat Mantle . The Demon Lord of Bats and Fire is infused with the heart of volcanoes. A creature who strikes The Demon Lord of Bats and Fire with a nonreach weapon or with an unarmed strike takes 7 (2d6) fire damage automatically. \n'b'  Innate Spellcasting . The Demon Lord of Bats and Fire\xe2\x80\x99 innate spellcasting ability is  Charisma  (spell save DC 22, +14 to hit with spell attacks). He can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  darkness ,  detect evil and good ,  dispel magic ,  plane shift ,  shapechange ,  telekinesis ,  teleport  \n'b'  3/day :  banishment ,  haste ,  symbol  \n'b'  1/day :  earthquake  \n'b'\n'b'  Magic Resistance . The Demon Lord of Bats and Fire has advantage on saving throws against spells and other magical effects. \n'b'  Summon Bats (1/Day) . The Demon Lord of Bats and Fire can summon 4d6 giant bats or 2d6 swarms of bats. The bats appear immediately and serve the demon for up to 1 hour. \n'b'  Summon Demons (1/Day) . The Demon Lord of Bats and Fire can summon 2d4 barlgura of a variety native to his cavernous realm: squat and blubbery creatures with clawed batwings for arms and a fly speed of 40 ft. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The Demon Lord of Bats and Fire makes one bite  attack  and two claw attacks. \n'b'  Bite .  Melee Weapon Attack : +17 to hit, reach 5 ft., one target.  Hit : 38 (8d6 + 10) piercing damage plus 7 (2d6) fire damage, and the target must make a successful DC 22  Constitution  saving throw or take 1d4  Strength  damage. \n'b'  Claw .  Melee Weapon Attack : +17 to hit, reach 10 ft., one target.  Hit : 31 (6d6 + 10) slashing damage plus 7 (2d6) fire damage, and the target must make a successful DC 22  Constitution  saving throw or take 1d4  Strength  damage. \n'b'  Fire Breath (Recharge 5-6) . The Demon Lord of Bats and Fire can breathe a 30-foot cone of unholy fire. Any creature caught in the area takes 55 (10d10) fire damage and 1d4  Constitution  damage, or one-half fire damage and no  Constitution  damage with a successful DC 22  Dexterity  saving throw. \n'b'\n'b' Legendary Actions \n'b' The Demon Lord of Bats and Fire can take 2 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 Bats and Fire regains spent legendary actions at the start of its turn. \n'b'\n'b'  Detect . The Demon Lord of Bats and Fire makes a  Wisdom  ( Perception ) check. \n'b'  Wing Attack (Costs 2 Actions) . The Demon Lord of Bats and Fire beats his wings, extinguishing mundane and magical light sources alike. Each creature within 10 feet must succeed on a DC 21  Dexterity  saving throw or take 14 (4d6) fire damage. The Demon Lord of Bats and Fire can then fly up to half his flying speed.'