Fear Aura. Any creature hostile to the demon that starts its turn within 20 feet of the demon must make a DC 25 Wisdom saving throw. 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 the demon's Fear Aura for the next 24 hours.
Magic Resistance. The demon has advantage on saving throws against spells and other magical effects.
Magic Weapons. The demon's weapon attacks are magical.
Rush. The demon moves up to its speed towards a hostile creature and makes one slam attack or two fist attacks.
Fist. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 50 (10d6 + 20) bludgeoning damage.
Slam. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 68 (16d6 + 20) bludgeoning damage.
Fling. The demon throws a creature it has grappled with its choke ability 60 feet in a random horizontal direction.
Choke. When a creature that is medium or smaller ends its within 5 feet of the demon it can grab the creature by the neck and raise it above the ground. The creature is grappled and must make a DC 25 Strength saving throw, on a successful save the creature is released, on a failed save the creature takes 10 bludgeoning damage.
The demon can take two legendary actions, choosing from the options below. Only one of each option can be used at a time and only at the end of another creatures turn. The demon regains spent legendary actions at the beginning of its turn.
Warpath. The demon makes one rush attack.
Move. The demon moves up to half its speed.
Ram. The demon makes two slam attacks.
Previous Versions
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7/22/2020 7:11:08 AM
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Coming Soon
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