The Taken King
Medium fiend (devil), lawful evil
Armour Class 13
Hit Points 34/34 (4D8 + 16 ea.)
Speed Humanoid form: 30 ft.; Devil form: 20 ft., fly 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 18 (+4) 19 (+4) 12 (+1) 14 (+2)
Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons
Damage Immunities fire, force, necrotic, psychic
Condition Immunities charmed
Senses blindsight 60ft., darkvision 120ft., passive Perception 11
Languages Common, Infernal, Telepathy 120ft.
Challenge Paragon 2 (900 XP) - counts as two creatures.
Magic Resistance. The Taken King has advantage on saving throws against spells and other magical effects.
Devil's Sight. Magical darkness does not impede the Taken King's darkvision.
Limited Spines. When in Devil form, the Taken King has 12 tail spines, which function as ammunition for his Tail Spine attack. The spines regrow after the Taken King completes a long rest.
Claws of R'tae (Humanoid form only). The Taken King's weapon attacks are magical and deal an extra 3 (1d6) necrotic damage on a hit.
Flyby (Devil form only). The Taken King doesn't provoke an opportunity attack when he flies out of an enemy's reach.
Multiattack (Humanoid form). The Taken King uses his Arcane Hunger ability and then makes one attack with his Claws, or he makes two attacks with his Claws.
Multiattack (Devil form). The Taken King makes two attacks: two with his Claws or two with his Tail Spines.
Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Searing Rune (Recharge 5-6). The area around the Taken King erupts with swirling patterns of flame, tracing out a blasphemous rune. Each creature within 30 feet of the Taken King takes 10 (3d6) fire damage or half as much if it succeeds on a DC 14 Dexterity saving throw.
Arcane Hunger (Humanoid form only). The Taken King chooses one creature, object or magical effect he can see within 120 feet. All spells affecting the target of 3rd level or lower end. For every spell ended in this way, the Taken King regains 4 (1d8) hit points.
Bite (Devil form only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) poison damage.
Tail Spines (Devil form only). Ranged Weapon Attack: +5 to hit, range 20/80 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Paragon Fortitude. The Taken King has two pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting the Taken King end. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. If all of the hit point pools are reduced to zero, the Taken King is killed.
Paragon Fury. The Taken King may take one additional turn in each round of combat if one of his hit point pools has been reduced to zero. The Taken King determines initiative normally for his first turn, though he gains advantage on the roll. If the Taken King has a second turn, it is inserted immediately after any one PCís turn in the initiative order.
Paragon Transformation. The Taken King has two forms, each corresponding to one of the Taken Kingís hit point pools. The Taken King begins the battle in its humanoid form. When that formís hit point pool has been reduced to zero, he assumes his devil form immediately. Statistics, traits, or actions keyed to a specific form are only used when the Taken King is in that form.