b'Chernobog \n'b'  Huge   fey ,  chaotic evil  \n'b'  Armor Class  19 (natural)  Hit Points  250 (20d20+120)  Speed  40 ft.; fly 50 ft.\n'b' STATS STR: 26 (+8) DEX:  17 (+3)  CON:  22 (+6)  INT:  20 (+5)  WIS:  19 (+4)  CHA:  24 (+7)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saves   Strength  +14,  Dexterity  +9,  Constitution  +12,  Intelligence  +11,  Wisdom  +10,  Charisma  +13  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical weapons that are not silvered  Damage Immunities  cold, poison  Condition Immunities   poisoned   Senses  truesight 120 ft., passive  Perception  14  Languages  Common, Sylvan, Undercommon, telepathy 30 ft.  Challenge  18 (20,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Magic Resistance . A chernobog has advantage on all saving throws against spells and spell-like effects. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The chernobog may make three attacks, two with its claws and one with its gore. It may instead choose to maintain playing its horn of reclaiming and make a single gore  attack . \n'b'  Claws .  Melee Weapon Attack : +14 to hit, reach 15 ft., one target.  Hit : 17 (2d8 + 8) piercing damage. \n'b'  Gore .  Melee Weapon Attack : +14 to hit, reach 5 ft., one target.  Hit : 19 (2d10 + 8) piercing damage. \n'b'  Horn of Reclaiming . The chernobog can play its terrible horn. Until the beginning of the chernobog\xe2\x80\x99s next turn, clerics, druids, paladins, and rangers within 300 feet of the chernobog must attempt a DC 19  Wisdom  saving throw any time they  wish  to  cast a spell  with a verbal component. On a failed save, the spell is unsuccessful and the spell slot is lost. In addition, all plants within 100 ft. of the chernobog animate, acting as  difficult terrain  for all creatures other than the chernobog and entangling any creature not allied with the chernobog. Creatures targeted must make a DC 19  Dexterity  save or become  restrained . As an action on each of the creature\xe2\x80\x99s turns, it may attempt a DC 19  Strength  save to remove the condition. At the start of any round in which a creature is  restrained , it takes 21 (6d6) piercing damage. These effects end when the chernobog stops playing, drops to  0 Hit Points , or is affected by a  silence  spell or similar magic. If a creature attempts to  silence  the chernobog while it continues playing, it can attempt a DC 15  Charisma  check as a bonus action on its next turn to disrupt the  silence . \n'b'  Iron Thorn (3/Day) . On a successful gore  attack , the target has a prong from the chernobog\xe2\x80\x99s horns imbedded deep in its body. 24 hours later the iron thorn begins to grow. The target must succeed on a DC 19  Constitution  save or have its hit point maximum reduced by 2d10 (11) points per day. When the creature\xe2\x80\x99s hit point maximum reaches 0 it dies. One minute after dying, the corpse animates as an iron thorn  zombie  (see template below). A DC 25  Wisdom  ( Medicine ) check removes the seed, allowing the creature\xe2\x80\x99s hit point maximum to increase by 11 (2d10) points per day until it reaches its original maximum.  Greater restoration  or  heal  destroys the seed, allowing full hit point maximum to return after a long rest. \n'b'\n'b' ABOUT \n'b' Chernobogs, the Black Lords of the Otherworld, stand as some of the most powerful and capriciously malevolent of the  nightmare  fey. Monstrous creatures, they are near demonic in appearance, standing nearly 20 feet tall and weighing several thousand pounds. Where a chernobog treads,  darkness  falls and the lands transform into twisted nightmares filled with thorns bushes, venomous vermin, wild beasts, and wicked fey. \n'b'  Enemies of Civilization . Ferocious, clever, and brutal chernobogs embody the stark and emotionless cruelty of nature, which many mortals falsely believe is deliberate. The chernobog\xe2\x80\x99s need to inflict wanton destruction upon humans and other beings belonging to civilized cultures makes them the  bane  of civilization. Still, they find some humans to be excellent pawns, and readily lure and tempt individuals to their causes, particularly those of weak will and shattered moral compass. \n'b' Chernobogs tempt such individuals with magic gold, driving them to commit wanton acts of destruction against humanity. \n'b'  Enemies of the Gods . Chernobogs harbor an extreme loathing for deities, particularly nature gods who arrogantly believe they hold dominion over the fey. Able to smell the stink of divinity, they eagerly attempt to snuff it out at every opportunity. \n'b' Chernobogs define life through death and hold death as all-important to both change and survival. Likewise, they bare malice against any creature bold enough to think they can withstand the fury of nature. Rot and decomposition are to them, sacred. \n'b' For this reason, they despise both undead and  healing  magic. Despite their animosity for deific authority, many chernobogs are themselves worshipped by evil fey that flock to their service. Some chernobogs claim entire kingdoms and grow great castles of thorns from which they sadistically lord over courts of groveling sycophantic evil fey. \n'b'  Blood Makes the Grass Grow . When entering into conflict, a chernobog relies on the magic of his great horn to disable opponents from a distance while summoning evil fey to riot and rampage. Still, a chernobog can more than hold his own during a melee encounter. With all the fury of nature itself, it charges down upon enemies, savaging them with bestial attacks, goring and rending, and gleefully sowing the earth with the blood of their foes.'