b'Mogrl, Greater \n'b'  Huge   fiend ,  chaotic evil  \n'b'  Armor Class  20 (natural armor)  Hit Points  414 (36d12+180)  Speed  40 ft., fly 120 ft.\n'b' STATS STR: 27 (+8) DEX:  16 (+3)  CON:  21 (+5)  INT:  23 (+6)  WIS:  21 (+5)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Athletics  +15,  Arcana  +13,  History  +13, religion +13, perception +12, deception +11  Saving Throws   Str  +15,  Dex  +10,  Con  +12,  Wis  +12  Damage Immunities  poison, fire  Condition Immunities   poisoned   Damage Resistances  acid, Cold, bludgeoning, piercing, and slashing damage from non-magical weapons  Senses   darkvision  120 ft., Truesight 30 ft., passive  Perception   Languages  Common, Infernal  Challenge  23 (50,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Frightful Presence . Any creature hostile to the mogrl in a 50 ft. radius must make a  Charisma  save (DC 20) or immediately become  frightened . The target can repeat the save at the end of their turn, removing the condition on a success. Anyone who makes a save against this power is immune to the frightful presence for 24 hours. \n'b'  Magic Resistance . The mogrl has advantage on saving throws against spells and other magical effects. \n'b'  Magical Attacks . All of a mogrl\xe2\x80\x99s  melee attacks  are considered magical. \n'b'  Innate Spellcasting . The mogrl\xe2\x80\x99s spellcasting ability is  Intelligence  (spell save DC 21, +13 to hit with spell attacks). The mogrl can innately cast the following spells, requiring no material components.\n'b'\n'b'\n'b'  5/day each :  darkness  \n'b'  3/day each :  fireball  \n'b'  2/day each : dimension door,  fire shield  \n'b'  1/day each :  scrying ,  stinking cloud ,  symbol  \n'b'\n'b'  Spellcasting . The greater mogrl is an 18th level spellcaster. Its spellcasting ability is intelligence (spell save DC 21, +13 to hit with spell attacks). The mogrl has the following Wizard Spells prepared:\n'b'\n'b'\n'b'  Cantrips (at will) : fire bolt,  minor illusion , poison spray,  shocking grasp  \n'b'  1st level (4 slots) :  charm person ,  identify ,  magic missile ,  thunderwave  \n'b'  2nd level (3 slots) :  flaming sphere ,  hold person ,  suggestion  \n'b'  3rd level (3 slots) :  dispel magic ,  fireball ,  tongues  \n'b'  4th level (3 slots) :  blight ,  locate creature ,  polymorph  \n'b'  5th level (3 slots) :  cloudkill ,  dominate person ,  wall of force  \n'b'  6th level (1 slot) :  circle of death  \n'b'  7th level (1 slot) :  plane shift  \n'b'  8th level (1 slot) : trap the soul \n'b'  9th level (1 slot) :  meteor swarm  \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The mogrl can strike twice with its claws or sword, once with its bite, and once with its tail. \n'b'  Claw .  Melee Weapon Attack : +15 to hit, reach 10 ft., one target.  Hit : 18 (3d6+8) slashing damage. \n'b'  Greatsword .  Melee Weapon Attack : +15 to hit, reach 15 ft., one target.  Hit : 29 (6d6+8) slashing damage. \n'b'  Bite .  Melee Weapon Attack : +15 to hit, reach 10 ft., one target.  Hit : 21 (3d8+8) piercing damage. \n'b'  Tail .  Melee Weapon Attack : +15 to hit, reach 15 ft., one target.  Hit : 18 (3d6+8) bludgeoning damage. \n'b'  Rock .  Ranged Weapon Attack : +15 to hit, range 60/240 ft., one target.  Hit : 30 (4d10+8) bludgeoning damage. \n'b'  Fire Breath (Recharge 6) . The mogrl breaths fire in a 30 ft. cone. All creatures within this area must make a  Dexterity  save (DC 20), taking 55 (10d10) fire damage and suffering the  blinded  condition until the end of their next turn on a failed save, or half damage and no blindness on a successful one. \n'b'  Sonic Breath (Recharge 6) . The mogrl hurls a line of concentrated, magical sound in a line up to 60 feet long, striking one target. The target must make a  Constitution  save (DC 20), taking 45 (10d8) thunder damage on a failed save, or half as much on a successful one. In addition, if the target fails the spell, they are affected as if they were hit by a  dispel magic  spell. The  dispel  is so powerful, it can even temporarily affect magic items. Treat common and uncommon items as 4th level spells, rare and very rare items as 7th level spells, and legendary items as 9th level spells. The mogrl uses intelligence on its checks to  dispel  all spells and items on the character. A permanent item that is dispelled is not permanently destroyed and regains its power after one hour. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The mogrl can take up to three legendary actions per round, 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 mogrl regains spend legendary actions at the start of its turn. \n'b'\n'b'  Tail Attack . The mogrl makes a tail  attack . \n'b'  Fire Bolt . The mogrl hurls a bolt of flame at one target within 60 ft. The target must make a  Dexterity  save (DC 20) or take 11 (2d10) fire damage. \n'b'  Wing Attack (Costs 2 Actions) . The mogrl beats its wings. Each creature within 10 feet of the mogrl must succeed on a  Dexterity  save (DC 20) or take 15 (2d6+8) bludgeoning damage and be knocked  prone . \n'b'  Cast Spell (Costs 1-3 Actions) . The mogrl casts one of its spells. A first level spell costs 1 action, a second level spell 2  actions , and a third level spell 3  actions . \n'b'\n'b' ABOUT \n'b' The mogrl is a huge creature, standing roughly 25 feet high. They are powerfully built and muscular. Their flesh and hair are dark-hued, reds, browns, and blacks. Like their master, their legs are triple jointed, and they stand upon cloven hooves. Fur covers the beast\xe2\x80\x99s lower quarters from its waist to its hooves. Their torsos are hairless but for their bony spines, which are covered in spike-like hair, usually white or gray in color. Their spines connect to a long barbed tail, similarly rigid with spine and hair. Their hands, with long fingers, have retractable claws. They have massive bat-like wings that sprout from their backs. Their necks and shoulders are thick, with massive sinews, all to sport the head of bone that crowns the mogrl\xe2\x80\x99s fierce visage. Rising from the neck is its wide, horned head. The creature\xe2\x80\x99s snout is thick; folds of leathery flesh hang from its jowls and surround its beady eyes. A wide plate of ashen bone, upon which are mounted two, sometimes three great horns, crowns the creature\xe2\x80\x99s head. These huge creatures emanate fear and hate and the smell of blight precedes their shadowed form. \n'b'  True Lords of Evil . The mogrl are rare demonkind. They are solitary creatures, very powerful and intelligent. They are divergent in personality. Some are possessed of tremendous power and lord over hordes of servants, others dwell in solitude. They are wicked, cruel, and avaricious. \n'b'  Cruel Attacker . The mogrl are very aggressive and attack quickly and without warning or recourse to negotiation. They can fight on the ground or while flying and can take multiple attacks each round, swinging their weapon as well as striking with their tail, etc. When doing so, their favorite tactic is to hover over their opponent while striking with claws/weapon, tail, and a horrific bite. The Greater mogrl will unleash their mightiest magic before closing to finish the job.'