b'Fiendish Aspect, Wrath \n'b'  Large   fiend  ( demon ),  chaotic evil  \n'b'  Armor Class  18 (plate)  Hit Points  230 (20d10 + 120)  Speed  30 ft. \n'b'    Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Con  +13,  Int  +13,  Cha  +12  Skills   Athletics  +14,  Intimidation  +12,  Perception  +11  Damage Resistances  necrotic; bludgeoning, piercing, and slashing from nonmagical weapons  Damage Immunities  poison  Condition Immunities   poisoned   Senses   darkvision  120 ft., passive  Perception  21  Languages  Abyssal, telepathy 120 ft.  Challenge  23 (50,000 XP) \n'b' Special Traits \n'b'   Demonic Shadows . Wrath darkens the area around his body in a 10-foot radius. Nonmagical light can\xe2\x80\x99t illuminate this area of dim light. \n'b'  Innate Spellcasting . Wrath\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 20, +12 to hit with spell attacks). Wrath can innately cast the following spells, requiring no components:\n'b'\n'b'   At will : eldritch blast (5th level),  minor illusion ,  prestidigitation ,  shocking grasp  (11th level) \n'b'  2/day each :  dimension door ,  fireball  (5th level),  scorching ray  (5th level),  thunderwave  (5th level) \n'b'\n'b'  Legendary Resistance (3/day) . If Wrath fails a saving throw, he can choose to succeed instead. \n'b'  Magic Resistance . Wrath has advantage on saving throws against spells and other magical effects. \n'b'  Magical Weapons . Wrath\xe2\x80\x99s weapon attacks are magical. \n'b'  Actions \n'b'   Multiattack . Wrath makes two  melee attacks  or two  ranged attacks . \n'b'  Rod of Wrath .  Melee Weapon Attack : +14 to hit, reach 5 ft., one target.  Hit : 16 (2d8 + 7) bludgeoning damage plus 22 (5d8) force damage. \n'b'  Bolts of Wrath .  Ranged Weapon Attack : +11 to hit, range 30/80 ft., one target.  Hit : 22 (4d8 + 4) force damage. \n'b'  Wrathful Shout (recharge 5-6) . Wrath utters a dreadful word of power. Each creature within 30 feet of him must succeed on a DC 20  Wisdom  saving throw or become  frightened  of him for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that saves against this effect is immune for the next 24 hours. \n'b'  Legendary Actions \n'b' Can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature\xe2\x80\x99s turn. Spent legendary actions are regained at the start of each turn. \n'b'   Cantrip . Wrath casts a cantrip. \n'b'  Rod Attack (Costs 2 Actions) . Wrath makes a rod  attack . \n'b'  Skull Gaze (Costs 2 Actions) . Wrath targets one creature he can see within 30 feet of him. If the target can see Wrath and isn\xe2\x80\x99t a construct or undead, it must succeed on a DC 20  Charisma  saving throw or reduce its hit point maximum by 11 (2d10) and give Wrath an equal number of  temporary hit points . This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a humanoid, it immediately rises as a  ghoul  under Wrath\xe2\x80\x99s control. \n'b'  About \n'b' A tall humanoid wearing an ominous skull mask looks out across an immense temple. He is clad in black plate mail and strikes an imposing figure. His legions of followers await every word that explodes from their leader\xe2\x80\x99s lips. This is Wrath, the most dangerous demon in the city. \n'b'  Cruel Commander . He is a horrid, monstrous being who uses violence to get what he wants. This fiend brings wrath down on anyone or anything that doesn\xe2\x80\x99t bend to his will. \n'b'  Wave of Hate . The violent general crushes his opposition with dark magic or his lethal rod. He encourages his many followers to act without mercy. This demon only seeks power and nothing else. He doesn\xe2\x80\x99t negotiate and continues to expand his influence. \n'b'  Dark Steed . Wrath is often seen riding on an especially large  nightmare . His minions trail behind their master, and the mounted entourage is known as the Abyssal March.'