Sources
CR
Type
Size
Alignment
Movement

Venger

Medium Fiend, Neutral Evil

Armor Class 19
Hit Points 202 (27d8 + 81)
Speed 30 ft., fly 30 ft.
STR
18
+4
DEX
20
+5
CON
16
+3
INT
17
+3
WIS
14
+2
CHA
21
+5
Skills Arcana +9, Deception +11, Intimidation +11, Perception +8
Damage Resistances cold, fire, lightning, poison
Condition Immunities Poisoned
Senses Darkvision 120 ft. (unimpeded by magical Darkness), passive Perception 18
Languages Abyssal, Common, Infernal
Challenge 17 (18,000 XP)

Traits

Fiendish Restoration. If Venger dies, his body dissipates into crimson dust, and he gains a new body in 1d10 days, reviving with all his Hit Points somewhere in one of his lairs.

Legendary Resistance (3/Day, or 4/Day in Lair). If Venger fails a saving throw, he can choose to succeed instead.

Magic Resistance. Venger has Advantage on saving throws against spells and magical effects.

Mounted Adept. While Venger is mounted, he and his mount have Advantage on Dexterity saving throws, and Venger can force an attack targeting his mount to target him instead. Venger can't use this trait if he has the Incapacitated condition.

Spellcasting

Spellcasting. Venger casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 19):

At will: Detect Magic, Invisibility, Mage Hand, Silent Image

1/day each: Control Weather, Imprisonment

2/day each: Alter Self, Contact Other Plane, Create Undead, Dimension Door

Telekinesis (2/Day). Venger casts Telekinesis, using the same spellcasting ability as Spellcasting.

Protective Magic. Venger casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.

Actions

Multiattack. Venger makes three attacks, using Crimson Claw or Crimson Blast in any combination.

Crimson Claw. Melee Attack Roll: +11, reach 5 ft. Hit:14 (2d8 + 5) Slashing damage plus 10 (3d6) Fire damage.

Crimson Blast. Ranged Attack Roll: +11, range 120 ft. Hit:24 (3d12 + 5) Force damage.

Legendary Actions

Booming Censure. Wisdom Saving Throw: DC 19, one creature Venger can see within 60 feet. Failure: 14 (4d6) Psychic damage, and the target has the Frightened condition until the end of its next turn. Success: Half damage only.

Crimson Strike. Venger makes one Crimson Claw or Crimson Blast attack.

Magic-Binding Chains. Dexterity Saving Throw: DC 19, one creature Venger can see within 30 feet. Failure: The target has the Restrained condition until the end of its next turn. While Restrained, the target can't take the Magic action. Failure or Success: Venger can't take this action again until the start of his next turn.

Lore

Corrupted Force of Evil