b'Aldinach (Demon Lord) \n'b'  Family:   Demon Lords  \n'b'  Large   fiend  ( demon ),  chaotic evil  \n'b'  Armor Class  24 (natural armor)  Hit Points  294 (28d10 + 140)  Speed  30 ft., fly 60 ft.\n'b' STATS STR: 24 (+7) DEX:  72 (+6)  CON:  60 (+5)  INT:  52 (+6)  WIS:  64 (+7)  CHA:  72 (+6)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  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) \n'b' SPECIAL TRAITS \n'b'\n'b'  Combat Awareness . Aldinach can\xe2\x80\x99t be surprised, and he has advantage on  initiative  rolls if he isn\xe2\x80\x99t  incapacitated  or  unconscious . \n'b'  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. \n'b'  Innate Spellcasting . Aldinach\xe2\x80\x99s spellcasting ability is  Charisma  (spell save DC 21). The fiend can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  darkness ,  detect evil and good ,  tongues  \n'b'  3/day each :  lightning bolt ,  slow  \n'b'  1/day each : ice cloud (functions as  incendiary cloud , but deals cold damage),  storm of vengeance  \n'b'\n'b'  Legendary Resistance (3/day) . If Aldinach fails a saving throw, he can choose to succeed instead. \n'b'  Magic Resistance . Aldinach has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . Aldinach\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . Aldinach uses his Paralyzing Gaze and makes one Bite  attack , one Gore  attack , and one Scimitar  attack . \n'b'  Bite .  Melee Weapon Attack : +14 to hit, reach 5 ft., one target.  Hit : 17 (3d6 + 7) piercing damage. \n'b'  Gore .  Melee Weapon Attack : +14 to hit, reach 5 ft., one target.  Hit : 20 (3d8 + 7) piercing damage. \n'b'  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. \n'b'  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\xe2\x80\x99s next turn. A target that succeeds on the saving throw is immune to Aldinach\xe2\x80\x99s Paralyzing Gaze for the next 24 hours. \n'b'  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\xe2\x80\x99s telepathic commands (no action required). It can\xe2\x80\x99t 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. \n'b'\n'b' LEGENDARY ACTIONS \n'b' 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\xe2\x80\x99s turn. Aldinach regains spent legendary  actions  at the start of his turn. \n'b'\n'b'  Bite . Aldinach makes a Bite  attack . \n'b'  Cast a Spell . Aldinach casts one spell from its Innate Spellcasting trait. \n'b'  Paralyzing Gaze (Costs 2 Actions) . Aldinach uses his Paralyzing Gaze. \n'b'\n'b' ABOUT \n'b' 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.'