b'Demon Lord, Father of Monsters \n'b'  Family:   Demons  \n'b'  Gargantuan   fiend  (demon),  chaotic evil  \n'b'  Armor Class  21 (natural armor)  Hit Points  314 (17d20 + 136)  Speed  50 ft., burrow 50 ft., fly 90 ft.\n'b' STATS STR: 30 (+10) DEX:  14 (+2)  CON:  26 (+8)  INT:  17 (+3)  WIS:  22 (+6)  CHA:  19 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dexterity  +9,  Constitution  +15,  Wisdom  +13,  Charisma  +11  Skills   Arcana  +10,  Deception  +11,  Intimidation  +11,  Perception  +13  Damage Resistances  cold, fire, lightning  Damage Immunities  poison; bludgeoning, piercing, and slashing from nonmagical attacks  Condition Immunities   charmed ,  exhaustion ,  frightened ,  poisoned   Senses   truesight  120 ft., passive  Perception  23  Languages  all, telepathy 120 ft.  Challenge  22 (41,000 XP) \n'b' Special Traits \n'b'\n'b'  Legendary Resistance (3/day) . If the Father of Monsters fails a saving throw, he can choose to succeed instead. \n'b'  Magic Resistance . The Father of Monsters has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The Father of Monster\xe2\x80\x99s weapon attacks are magical. \n'b'  Innate Spellcasting . The Father of Monster\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 19, +11 to hit with spell attacks). He can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  detect magic ,  major image  \n'b'  3/day each :  dispel magic ,  dominate person ,  suggestion  \n'b'  1/day each :  dominate monster ,  geas ,  true polymorph  \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The Father of Monsters makes three attacks: two with his snake bites and one with his or Enthralling Touch. \n'b'  Snake Bites .  Melee Weapon Attack : +17 to hit, reach 15 ft., one target.  Hit : 23 (3d8 + 10) piercing damage and the target must succeed on a DC 23  Constitution  saving throw or be  poisoned  for 1 minute. While  poisoned  in this way, the creature takes 11 (2d10) poison damage at the start of its turn. A  poisoned  creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'  Tail .  Melee Weapon Attack : +17 to hit, reach 20 ft., one creature.  Hit : 26 (3d10 + 10) bludgeoning damage and the target is  grappled  (escape DC 20) if it is a Large or smaller creature. Until this grapple ends, the creature is  restrained . The Father of Monsters has two tails, each of which can grapple only one target. \n'b'  Enthralling Touch .  Melee Spell Attack : +11 to hit, reach 15 ft., one creature.  Hit : The target is magically cursed. Until the curse ends, the target has disadvantage on  Wisdom  saving throws and all ability checks. The curse lasts until removed by the  remove curse  spell or other magic. \n'b'\n'b' Legendary Actions \n'b' The Father of Monsters can take 3  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. The Father of Monsters regains spent  legendary actions  at the start of his turn. \n'b'\n'b'  Snake Bites . The Father of Monsters makes one snake bites  attack . \n'b'  Enthrall . The Father of Monsters makes one enthralling touch  attack . \n'b'  Wing Attack (Costs 2 Actions) . The Father of Monsters beats his wings. Each creature within 15 feet of the Father of Monsters must succeed on a DC 25  Dexterity  saving throw or take 17 (2d6 + 10) bludgeoning damage and be forced\xc2\xa0 prone . The Father of Monsters can then fly up to half his flying speed. \n'b'\n'b' About \n'b' The creature towers out of a nightmare. It is  humanoid  from the waist up and serpentine from the waist down with its lower body splitting into two tails. Great scaled, leathery wings sprout from its shoulders, and its arms fork into nests of hissing snakes just below the elbow. Its eyes are baleful flames, casting ugly shadows into its wild hair and beard. \n'b' This towering demon lord lives in bitter exile, chained to his level of the Abyss by defeat in an ancient conflict against the powers of good. He broods in the depths of his cavern, hoarding stolen wealth and spawning ever more hideous creatures to unleash upon the multiverse. \n'b'  Desperate for Escape . While most demon lords can\xe2\x80\x99t easily leave their demesnes within the Abyss for various reasons, The Father of Monster\xe2\x80\x99s very essence is bound beneath his mountain by the powers of heaven.\xc2\xa0No known portal, spell, ritual, or even divine intervention yet attempted can release him.\xc2\xa0His influence can slip through the cracks in the planes in the form of his demons and spawn, but the Father of Monsters himself can find no such release. He is obsessed with finding the key to his prison and will spare no amount of effort nor show a shred of mercy in pursuit of the solution. \n'b'  Eyes, Ears, and Claws . Of all the creatures that crawl into existence under The Father of Monster\xe2\x80\x99s corrupted touch, his favorites are the  lamia . \n'b' Conventional demonology holds the lamia were created by a different demon lord originally, but the Father of Monsters delights in subverting that supposed truth. Lamia created or blessed by the Father of Monsters vary from the expected norm of a lower leonine body and sport a variety of bestial lower bodies. Snake tails are the most common, but the lower bodies of boars, crocodiles, sharks, and even spiders have been reported. \n'b' Many lamia abroad in the planes are servants of the Father of Monsters, actively seeking out information and power that might free their master from his prison. Besides the lamia, the Father of Monsters employs other spies that can often slip into places demons and monstrosities can\xe2\x80\x99t. Many planar explorers meet their end after being spared the Father of Monsters\xe2\x80\x99s fangs and pressed into his service to search out and steal some celestial artifact or demonic power that might lead to his release. \n'b' Lair \n'b' The Father of Monsters rules a layer of the Abyss covered in dense forests and rocky hills that radiate out from a singular mountain. Within the mount is a honeycomb of tunnels and immense caverns that the Father of Monsters fills with beautiful treasure and hideous horrors. Monsters of all kinds spring up in the shadow of The Father of Monster\xe2\x80\x99s wings. The creatures lurk in the halls and spill out to seek portals to the Material Plane. \n'b' Lair Actions \n'b' On  initiative  count 20 (losing initiative ties), the Father of Monsters takes a lair action to cause one of the following effects; the Father of Monsters can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' The Father of Monsters creates a creature at a point he can see within the lair. A single  aberration , dragon, monstrosity, or ooze of challenge rating 10 or less or a  demon  of challenge rating 5 or less crawls out of a crack in the ground. It acts immediately and on  initiative  count 20 on subsequent rounds. The creature follows the Father of Monsters\xe2\x80\x99s commands and remains for 1 hour or until the Father of Monsters uses this lair action again. \n'b' The Father of Monsters howls, causing blood-curdling echoes to reverberate through the lair. All the Father of Monster\xe2\x80\x99s enemies within 300 feet that can hear the howl must succeed on a DC 15  Wisdom  saving throw or be  frightened  until the end of its next turn. \n'b' The Father of Monsters causes chains of rock to burst out of the ground, ceilings, or wall. Two creatures that the Father of Monsters can see within 120 feet of him must succeed on a DC 15  Strength  saving throw or be  restrained  by the chains until  initiative  count 20 on the following round. A creature can be freed if it or another creature takes an action to make a DC 15  Strength  check and succeeds. The chains crumble to dust if the creature is freed. \n'b'\n'b' Regional Effects \n'b' The region containing the Father of Monsters\xe2\x80\x99s lair creates one or more of the following effects: \n'b'\n'b' Within 5 miles of the lair, aberrations, beasts, dragons, monstrosities, and oozes are extremely common and highly aggressive. \n'b' The Father of Monsters can communicate telepathically with any  lamia  within 5 miles of the lair. \n'b' Clouds grow thick in the sky within 1 mile of the lair. Even in broad daylight the area is only dim light. Inside the lair itself, all light sources have their illumination radius reduced to half. \n'b'\n'b' If the Father of Monsters dies, these effects fade over the course of 1d10 days.'