Tiny Fiend, Neutral Evil
Armor Class 13 Natural Armor
Hit Points 7 (2d4 + 2)
Speed 40 ft., Walk 25 ft.
STR
12 (+1)
DEX
11 (+0)
CON
13 (+1)
INT
8 (-1)
WIS
13 (+1)
CHA
12 (+1)
Saving Throws DEX +2, WIS +3
Skills Deception +3, Perception +3, Stealth +2
Damage Vulnerabilities Acid
Damage Resistances Cold, Fire, Lightning
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Poisoned
Senses Darkvision, Passive Perception 13
Languages Abyssal, Deep Speech, Infernal
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Regeneration. The cacodaemon regains 2 hit points at the start of its turn if it has at least 1 hit point. If the cacodaemon takes radiant damage or damage from holy water, this trait doesn’t function at the start of the cacodaemon’s next turn.

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d2+1) piercing damage.

Description

These are a few of the most common daemons, demons, and devils conjured onto the Material Plane by diabolists. Daemons exist along the River Styx, serving both chaotic and lawful forces in their pursuit to bring souls to the Abyss where demons dwell or the home of fiends in Hell. They are most used by Hags within the realm of Hades as soul guards.

Impish cacodaemons are the weakest of their kin and seek to inflict pain whenever possible in attempts to sate their unending appetite for mortal souls.

Those who dally too long on the shores of the River Styx are harried by these warped creatures in hosts that grow all the larger the more a victim resists.

Tyson_Of_Mathis

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