b'Xel \xe2\x80\x99Unchesk \n'b'  Gargantuan   fiend  (devil),  lawful evil  \n'b'  Armor Class  24 (natural armor)  Hit Points  604 (31d20 + 279)  Speed  50 ft., fly 150 ft.\n'b' STATS STR: 30 (+10) DEX:  18 (+4)  CON:  28 (+9)  INT:  14 (+2)  WIS:  20 (+5)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Strength  +18,  Dexterity  +12,  Wisdom  +13,  Charisma  +13  Skills   Acrobatics  +12,  Arcana  +10,  Insight  +13,  Intimidation  +13,  Religion  +10  Damage Resistances  acid, cold, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t silvered  Damage Immunities  fire, poison  Condition Immunities   frightened ,  poisoned   Senses   Darkvision  600 ft., passive  Perception  15  Languages  Celestial, Common, Draconic, Infernal; telepathy  Challenge  26 (90,000 XP) \n'b' Special Traits \n'b'   Colossal Creature . Kaiju are creatures far larger than the scale of others. Conventional weapons, even highly-enchanted ones, lack the mass to deal serious wounds to a kaiju. The same is true for all but the mightiest spells. When a creature of Huge  size  or smaller deals damage to a kaiju with a weapon or feature, or with a spell of 8th level or lower, it deals half damage, which can be reduced further by  resistance  or saving throws. Siege weapons and creatures with the Siege Monster trait are treated like Gargantuan creatures. Gargantuan creatures and 9th-level spells (including lower-level spells cast with 9th-level slots) deal normal damage, which can be reduced further by  resistance  or saving throws. Kaiju deal double damage to objects and structures. They ignore normal  difficult terrain , and treat thick forests, settlements, or mountains as difficult rather than impassable terrain. \n'b'  Devil\xe2\x80\x99s Sight . Magical  darkness  doesn\xe2\x80\x99t impede Xel\xe2\x80\x99unchesk\xe2\x80\x99s  darkvision . \n'b'  Innate Spellcasting . Xel\xe2\x80\x99unchesk\xe2\x80\x99s spellcasting ability is  Charisma  (spell  attack  +13, spell save DC 21). Xel\xe2\x80\x99unchesk can innately cast the following spells, requiring no material components:\n'b'\n'b'   At will :  dispel evil and good ,  fireball ,  lightning bolt ,  teleport  \n'b'  3/day :  meteor swarm  \n'b'\n'b'  Legendary Resistance (3/Day) . If Xel\xe2\x80\x99unchesk fails a saving throw, it can choose to succeed instead. \n'b'  Magic Resistance . Xel\xe2\x80\x99Unchesk has advantage on saving throws against spells and other magical effects. \n'b'  Infernal Weapons . Xel\xe2\x80\x99Unchesk\xe2\x80\x99s attacks are magical. If a creature other than an undead or a construct takes damage from its bite, claws, or tail, it must succeed on a DC 23  Constitution  saving throw or lose 22 (4d10)  hit points  at the start of its turn. Each time Xel\xe2\x80\x99unchesk hits the wounded target with this  attack , the damage dealt by the wound increases by 11 (2d10). Any creature can take an action to staunch the wound with a successful DC 20  Wisdom  ( Medicine ) check. The wound closes if the target receives magical healing. The creature can make a new saving throw at the end of each of its turns. On a success, the bleeding effect ends. \n'b'  Summon Devil (1/Day) . Xel\xe2\x80\x99unchesk chooses what to summon and attempts a magical summoning. It summons 3d6 barbed devils or 1d4+1 horned devils. A summoned  devil  appears in an unoccupied space within 60 feet of Xel\xe2\x80\x99unchesk, acts as an ally of Xel\xe2\x80\x99unchesk, and can\xe2\x80\x99t summon other devils. It remains for 1 minute, or until it or its summoner dies, or until its summoner dismisses it as an action. \n'b'  Actions \n'b'   Multiattack . Xel\xe2\x80\x99unchesk makes two claw attacks, a bite  attack , and a tail  attack . \n'b'  Bite .  Melee Weapon Attack : +18 to hit, reach 20 ft., one target.  Hit : 31 (6d6 + 10) slashing damage, and see Infernal Weapons above. \n'b'  Claw .  Melee Weapon Attack : +18 to hit, reach 20 ft., one target.  Hit : 37 (6d8 + 10) piercing damage, and see Infernal Weapons above. \n'b'  Tail .  Melee Weapon Attack : +18 to hit, reach 30 ft., one target.  Hit : 25 (6d4 + 10) slashing damage, and see Infernal Weapons above. \n'b'  Legendary Actions \n'b' Xel\xe2\x80\x99unchesk 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. Xel\xe2\x80\x99unchesk regains spent  legendary actions  at the start of its turn. \n'b'   Claw . Xel\xe2\x80\x99unchesk makes a claw  attack . \n'b'  Recover . Xel\xe2\x80\x99unchesk regains 75  hit points . It cannot use this action if it has taken radiant damage since the end of its last turn. Once it uses this action, it cannot do so again until the end of its next turn. \n'b'  Whipping Tail (Costs 2 Actions) . Xel\xe2\x80\x99unchesk makes two tail attacks against a creature within reach. If both attacks deal damage, the creature must also succeed on a DC 21  Constitution  saving throw or be  stunned  until the end of its next turn. \n'b'  About \n'b' Xel\xe2\x80\x99Unchesk is among the greatest powers of the Lower Planes; only Hell\xe2\x80\x99s rulers can command his awful power. \n'b' He towers over the greatest of Hell\xe2\x80\x99s legionnaires, and there is no living thing that his weapons cannot bring to ruin. Though he is a fiend, his form bears a resemblance to a bipedal green dragon. \n'b'  Forbidden to Rule . For all his might, Xel\xe2\x80\x99Unchesk can never come to rule in Hell, according to a prophecy spoken at the moment of his spawning. Because of his dreadful power, he fights every problem head-on, and would be ruinous to the intricate schemes of the devils. \n'b'  Diabolic Siege Engine . The power required to deploy Xel\xe2\x80\x99Unchesk on a battlefield is such that Hell\xe2\x80\x99s generals use him against only the most impregnable fortified positions. Only rarely is he loosed in the Material Plane, as Hell typically prefers methods less likely to draw heavenly or demonic attention.'