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Arbeyach

Large · Fiend · CR 21 · Lawful Evil

Source. Tome of Beasts
Armor Class
17 (natural armor)
Hit Points and Hit Dice
275 (22d10+154)
Challenge Rating CR
21

Ability Scores

Core attributes and their modifiers.

STR
22
+6
DEX
20
+5
CON
25
+7
INT
19
+4
WIS
21
+5
CHA
25
+7

Overview

Category Monsters
Size Large
Type Fiend
Alignment Lawful Evil
XP 33000
Initiative Bonus +5

Movement

Walk 40 ft (12.2 m)
Fly 80 ft (24.4 m)
Swim 20 ft (6.1 m)
Climb 40 ft (12.2 m)
Burrow 20 ft (6.1 m)
Crawl 20 ft (6.1 m)
Hover Yes

Senses

Truesight 120 ft (36.6 m)
Passive Perception 22

Saving Throws

Dexterity +12 Constitution +14 Wisdom +12 Charisma +14

Skills

Deception +14 Insight +12 Perception +12 Stealth +12

Languages

Celestial, Common, Draconic, Infernal, telepathy 120.0 ft (36.6 m).

Resistances & Immunities

Damage Immunities
fire, poison
Damage Resistances
acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Condition Immunities
charmed, frightened, poisoned, stunned

Traits

Aura of Virulence

Creatures that would normally be resistant or immune to poison damage or the poisoned condition lose their resistance or immunity while within 120 feet of Arbeyach. All other creatures within 120 feet of Arbeyach have disadvantage on saving throws against effects that cause poison damage or the poisoned condition.

Fear Aura

Any creature hostile to Arbeyach that starts its turn within 20 feet of it must make a DC 22 Wisdom saving throw, unless Arbeyach is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Arbeyach's Fear Aura for the next 24 hours.

Innate Spellcasting

arbeyach's spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Arbeyach can innately cast the following spells, requiring no material components:

at will: poison spray

3/day each: fog cloud, stinking cloud

1/day each: cloudkill, contagion, insect plague

Legendary Resistance (3/Day)

If Arbeyach fails a saving throw, it can choose to succeed instead.

Magic Resistance

Arbeyach has advantage on saving throws against spells and other magical effects.

Magic Weapons

Arbeyach's weapon attacks are magical.

Swarm Prince

Arbeyach can communicate with spawns of Arbeyach and all vermin and insects, including swarms and giant varieties, within 120 feet via pheromone transmission. In a hive, this range extends to cover the entire hive. This is a silent and instantaneous mode of communication that only Arbeyach, spawn of Arbeyach, insects, and vermin can understand. All these creatures follow Arbeyach's orders and will never harm the devil.

Actions

Bite

+13 to hit, reach 5 ft (1.5 m). Hit: 2d8 poison damage.

Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 9 (2d8) poison damage. If the target is a creature, it must succeed on a DC 22 Constitution saving throw or be cursed with Arbeyach rot. The cursed target is poisoned, can't regain hit points, its hit point maximum decreases by 13 (3d8) for every 24 hours that elapse, and vermin attack the creature on sight. If the curse reduces the target's hit point maximum to 0, the target dies and immediately transforms into a randomly chosen swarm of insects. The curse lasts until removed by the remove curse spell or comparable magic.

Claw

+13 to hit, reach 10 ft (3 m). Hit: 1d8 poison damage.

Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 9 (2d8) poison damage.

Multiattack

Arbeyach makes one bite attack and two claw attacks.

Spell (Costs 2 Actions)

Arbeyach casts a spell.

Vermin Breath

Recharge 5–6

Arbeyach exhales vermin in a 120-foot line that's 10 feet wide. Each creature in the line takes 54 (12d8) poison damage, or half damage with a successful DC 22 Dexterity saving throw. Each creature that fails this saving throw must succeed on a DC 22 Constitution saving throw or be cursed with Arbeyach rot (see the Bite attack). In addition, Arbeyach summons a swarm of insects (of any type) at any point of the line. The swarm remains until destroyed, until Arbeyach dismisses it as a bonus action, or for 2 minutes. No more than five swarms of insects can be summoned at the same time.

Legendary Actions

Move

Cost 1

Arbeyach moves up to half its speed, using any movement mode it wishes.

Poison

Cost 1

Arbeyach targets a creature within 120 feet. If the target isn't poisoned, it must make a DC 22 Constitution saving throw or become poisoned. The poisoned target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spell

Cost 2

Arbeyach casts a spell.

About Arbeyach

Arbeyach is a large fiend with a Challenge Rating of 21. It has a lawful evil alignment.

In combat, this creature maintains an Armor Class of 17 and possesses 275 hit points (derived from 22d10+154).

Arbeyach has communication capabilities including Celestial, Common, Draconic, Infernal, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Arbeyach

4 tips available

When using Arbeyach in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Burrowing Tactics: This creature can burrow at 20 ft. It can ambush from underground or escape combat by digging. Use 'Earthbind' or create difficult terrain to limit burrowing. Consider fighting in areas without soft ground.
  • Climbing Advantage: This creature can climb at 40 ft. It can use walls and ceilings for tactical positioning. Consider using 'Spider Climb' negation or fighting in open areas without vertical surfaces.
  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.

Player Guide: Facing Arbeyach

4 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Burrowing Defense: This creature can burrow at 20 ft! It can ambush from underground. Use 'Earthbind', create difficult terrain, or fight on hard surfaces. 'Stone Shape' can seal burrows.
  • Climbing Defense: This creature can climb at 40 ft! It can use walls and ceilings for surprise attacks. Fight in open areas without vertical surfaces. 'Spider Climb' negation spells can help.
  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 21.

High-Level Solo Encounter:

This creature is too powerful for a single level-20 character. You need 3.0 character(s) at maximum level (20) to face this creature.

Experience Point Thresholds:

  • Medium: 46,200 XP
  • Hard: 69,300 XP
  • Deadly: 92,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Arbeyach?
Arbeyach has a Challenge Rating of 21, making it appropriate for parties of level 21.0.
What type of creature is Arbeyach?
Arbeyach is a Large Fiend, which affects how certain spells and abilities interact with it.
What languages does Arbeyach speak?
Arbeyach can communicate in Celestial, Common, Draconic, Infernal, telepathy 120 ft..

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