Huge fiend (demon), chaotic evil
Armor Class 20 (natural armor)
Hit Points 300 (24d12 + 144)
Speed 50 ft.
STR 26(+8) DEX 20(+5) CON 22(+6) INT 18(+4) WIS 16(+3) CHA 20(+5)
Saving Throws Str +15, Con +13, Wis +10, Cha +12
Skills Athletics +15
Damage Resistances cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons.
Damage Immunities poison
Condition Immunities frightened, poisoned
Senses truesight 120 ft., passive Perception 13
Languages Abyssal, Infernal, telepathy 120 ft.
Challenge 23 (50,000 XP)
Legendary Resistance (3/Day). If Aaix fails a saving throw, he can choose to succeed instead.
Devil-Killer. Aabix never has disadvantage on attack rolls against devils.
Magic Resistance. Aabix has advantage on saving throws against spells and other magical effects.
Magic Weapons. Aabix's weapon attacks are magical.
Reactive. Aabix can take one reaction on every turn in a combat.
Multiattack. Aaix makes seven attacks: six with his longswords and one with his tail.
Longsword. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 8) bludgeoning damage. If the target is Large or smaller, it is grappled (escape DC 25). Until this grapple ends, the target is restrained, Aabix can automatically hit the target with his tail, and Aabix can't make tail attacks against other targets.
Teleport. Aabix magically teleports, along with any equipment he is wearing or carrying up to 120 feet to an unoccupied space he can see.
Parry. Aabix adds 5 to his AC against one melee attack that would hit him. To do so, Aabix must see the attacker and be wielding a melee weapon.
Aabix 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's turn. Aabix regains spent legendary actions at the start of its turn.
Longsword. Aabix makes a longsword attack.