Greed

Large fiend (demon), chaotic evil

Armor Class 21 (plate armor)

21 (plate armor) Hit Points 346 (33d10 +165)

346 (33d10 +165) Speed 40 ft., fly 40 ft. (levitation)

STR DEX CON INT WIS CHA 22 (+6) 15 (+2) 21 (+5) 23 (+6) 21 (+5) 26 (+8)

Saving Throws Dex +10, Con +13, Wis +13, Cha +16

Dex +10, Con +13, Wis +13, Cha +16 Skills Deception +16, Insight +16, Perception +13, Persuasion +16

Deception +16, Insight +16, Perception +13, Persuasion +16 Damage Resistances cold, fire, lightning

cold, fire, lightning Damage Immunities poison; bludgeoning, piercing and slashing damage from nonmagical weapons

poison; bludgeoning, piercing and slashing damage from nonmagical weapons Condition Immunities charmed, exhaustion, frightened, poisoned

charmed, exhaustion, frightened, poisoned Senses truesight 120 ft., passive Perception 22

truesight 120 ft., passive Perception 22 Languages all, telepathy 120 ft.

all, telepathy 120 ft. Challenge 26 (90,000 XP)

Countless treasures. Greed has proficiency with every armor and weapon and she attunes to all magic items that require attunement instantly. Additionally, Greed can be attuned to an unlimited amount of magic items.

Greed's Vault. Any item Greed dismisses is transported to a demiplane that can be entered only by Greed and a wish spell. A creature can leave the demiplane only by using magic that enables planar travel, such as the plane shift spell. The demiplane resembles a golden vault roughly 1,000 feet in diameter with a ceiling 100 feet high. The floor is littered with copper, silver, gold and platinum pieces, as well as piles of magic items. If Greed dies, the demiplane disappears, and everything inside it appears around the corpse. The demiplane is otherwise indestructible.

Innate Spellcasting. Greed's spellcasting ability is Charisma (spell save DC 23). She can innately cast the following spells, requiring no material components:

At wil: detect magic, dispel magic

3/day each: teleport

1/day each: power word kill, power word pain, power word stun

Legendary Resistance (3/day). If Greed fails a saving throw, she can choose to succeed instead.

Magic Resistance. Greed has advantage on saving throws against spells and other magical effects.

Magic Weapons. Greed's weapon attacks are magical.

Actions

Multiattack. Greed makes two claw attacks or two attacks with the weapon she is holding.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Summon Treasure. As a bonus action, Greed can summon one of her treasures from her vault. The treasures are chosen from the list below. She can only summon a treasure into an open hand. Additionally she can dismiss any item she currently holds in her hand as a bonus action into her vault.

1. Golden Flame (Greatsword). Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage plus 7 (2d6) fire damage.

While unsheathed, the golden flames of the sword shed bright light in a 40-foot radius and dim light in an additional 40 feet. Additionally, the immense heat from the golden flames deal 1d6 fire damage to any creature coming with in a radius of 10 feet of the blade, except Greed herself.



2. Opulent Lightning (Longbow). Ranged Weapon Attack: +10 to hit, reach 150/600 ft., one target Hit: 10 (1d8 + 5) piercing damage plus 14 (3d8) lightning damage.

This magical bow requires no ammunition to shot, as an arrow of lightning is formed when the bowstring is drawn.

The lightning bolts shot from this magic weapon form a line 5 feet wide that extends out from Greed to the target of her attack. Each creature in the line, excluding Greed and the target must make a DC 23 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much on a successful one.



3. King's Fall (Halberd). Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit:* 15 (1d10 + 9) slashing damage plus 11 (2d10) acid damage.

When Greed hits a creature with the corrosive blade of this weapon, the creatures AC is reduced by 2 points until the end of Greed's next turn.



4. Gilded Hoarfrost (Maul). Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) bludgeoning damage plus 7 (2d6) cold damage.

Greed can slam the freezing Maul into the ground in front of her to casts the wall of ice spell on a solid surface within 5 feet of her. The wall lasts until the end of Greed's next turn.

Touch of Midas. Greed touches a creature within 5 feet of her. The creature has to succeed on a DC 20 Constitution saving throw, or turn into a statue of solid gold and is considered to be petrified. The creature is not dead, and as such can not be turned to normal through resurrection spells such as the True resurrection spell.

Legendary Actions

Greed can take 3 legendary actions, choosing from the options below. Only one legendary action options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Greed regains spent legendary actions at the start of his turn.

Attack. Greed attacks once with her claws or the weapon she is holding.

Summon Treasure. Greed uses her Summon treasure action to summon or dismiss one weapon.

I'll take that! (Costs 3 Actions). If Greed sees an item or weapon that she desires she may hold out an open hand, allowing her insatiable desire for possessions to take shape in the form of magic. The item's owner must make a DC 20 Strength saving throw or the object will be warped away from them and into Greed's hand, magically being resized to fit her. If the object requires attunement she is considered attuned.