Large Fiend, Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 220 (21d10 + 105)
Speed 40 ft., Swim 40 ft.
STR
14 (+2)
DEX
16 (+3)
CON
21 (+5)
INT
21 (+5)
WIS
20 (+5)
CHA
22 (+6)
Saving Throws STR +8, CON +11, WIS +11, CHA +12
Skills Deception +18, Insight +11, Persuasion +12, Stealth +9
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Truesight 120 ft., Passive Perception 15
Languages All, Telepathy 120 ft.
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Amphibious. The vakoo can breathe air and water.

Innate Spellcasting. The vakoo's spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components:

At will: chaos bolt, charm persondissonant whisperssleep, summon lesser demons

3/day each: confusion, counterspell, control water, fear  

1/day each: power word pain, summon greater demon

Legendary Resistance (3/Day). If the vakoo fails a saving throw, he can choose to succeed instead.

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

Magic Weapons. The vakoo's weapon attacks are magical.

Shapechanger. The vakoo can use his action to polymorph into a form that resembles a Medium humanoid, or back into his true form. Aside from its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed.

Actions

Multiattack. The vakoo makes two shortsword attacks.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target must make a DC 19 Wisdom saving throw. On a failure, the target takes 28 (8d6) psychic damage and becomes frightened until the end of its next turn. On a success the target takes half as much damage and is not frightened.

Beguile (1/Day). The vakoo emits a dazzling display of lights. Each creature within 60 feet of it must succeed on a DC 19 Wisdom saving throw or be charmed for 1 minute. While charmed by this way, the creature is incapacitated and has a speed of 0. The charm ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Legendary Actions

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

Cast a Spell. The vakoo casts a spell.

Move. The vakoo moves up to its speed without provoking opportunity attacks.

Invisibility (Costs 2 Actions). The vakoo magically turns invisible until it attacks, casts a spell, uses Beguile. Any equipment the vakoo wears or carries is invisible with it.

Description

A vakoo is a monstrous demon with a toothy gooey head resembling an angler fish. From their head hangs a dimly glowing bulb that emits a hypnotic array of colors. Their body is covered by segmented plates that ooze necrotic black ichor at the seams. They have four thin insectiod arms and legs and a large shrimp-like tail.

A vakoo is a demon from the depths of abyssal waters. They attempt the crawl from the abyss whenever possible to enact their cruel machinations on other planes. Their ability to disguise and deceive quickly land them in powerful positions to create violet acts on a large scale. They summon demons freely and use them as spies and guards to protect themselves. 

Monster Tags: DemonShapechanger

Steedling

Comments

Posts Quoted:
Reply
Clear All Quotes