b'Gholl (Demon Lord) \n'b'  Family:   Demon Lords  \n'b'  Large   fiend  ( demon ),  chaotic evil  \n'b'  Armor Class  19 (natural armor)  Hit Points  315 (30d10 + 150)  Speed  30 ft., fly 60 ft.\n'b' STATS STR: 22 (+6) DEX:  67 (+3)  CON:  30 (+5)  INT:  50 (+5)  WIS:  50 (+5)  CHA:  50 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  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) \n'b' SPECIAL TRAITS \n'b'\n'b'  Innate Spellcasting . Gholl\xe2\x80\x99s spellcasting ability is  Charisma  (spell save DC 19). Gholl can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  detect evil and good ,  tongues  \n'b'  3/day each :  dispel magic ,  fear  \n'b'  1/day each :  fire storm ,  symbol  \n'b'\n'b'  Magic Resistance . Gholl has advantage on saving throws against spells and other magical effects. \n'b'  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. \n'b'  Teleport . Gholl magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . Gholl makes one Bite  attack , and two Claw attacks. \n'b'  Bite .  Melee Weapon Attack : +12 to hit, reach 5 ft., one target.  Hit : 22 (3d10 + 6) piercing damage. \n'b'  Claw .  Melee Weapon Attack : +12 to hit, reach 5 ft., one target.  Hit : 15 (2d8 + 6) piercing damage. \n'b'  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\xe2\x80\x99s next turn. A target that succeeds on the saving throw is immune to Gholl\xe2\x80\x99s Paralyzing Gaze for the next 24 hours. \n'b'  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\xe2\x80\x99s telepathic commands (no action required). It can\xe2\x80\x99t 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. \n'b'\n'b' LEGENDARY ACTIONS \n'b' 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\xe2\x80\x99s turn. Gholl regains spent legendary actions at the start of his turn. \n'b'\n'b'  Claw . Gholl makes a Claw attack. \n'b'  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. \n'b'  Teleport . Gholl uses\xc2\xa0 teleport . \n'b'\n'b' ABOUT \n'b' 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 \xe2\x80\xa6 almost. It is elongated, with hyena-like jaws and bestial eyes and ears that bespeak some nightmare blend of human and animal.'