Large Fiend (Demon), Neutral Evil
Armor Class 18 Natural
Hit Points 175 (17d10 + 75)
Speed 45 ft.
STR
20 (+5)
DEX
15 (+2)
CON
20 (+5)
INT
10 (+0)
WIS
15 (+2)
CHA
9 (-1)
Saving Throws STR +9, DEX +6, CON +9, WIS +6
Damage Vulnerabilities Radiant
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Charmed, Deafened, Exhaustion, Frightened, Poisoned, Prone
Senses Blindsight 10ft, Passive Perception 15
Languages Abyssal, Infernal, Telepathy 120ft
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Free spawn This monster can only be summoned by the Whisper's chosen.

Devil sight The demon can see normally in darkness, both magical and nonmagical, to a distance of 120 feet

Actions

Attack The Demon's attacks count as magical attacks.

Multiattack The demon makes two attacks

Bite Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: (1d10 +5) Piercing damage. Con save Dc 16 or (1d4) fire damage

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit:  1d10 + 5 Slashing damage. Con save Dc 16 or 1d4 fire damage

Tongue Skewer. Ranged Weapon Attack: +7 to hit, range 5/10 ft., 1 target. Hit: 1d4 Fire damage and grappled.

Reactions

Hellish Rebuke You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Cacodemon is a demon made of shadows, who when set free locks its target onto one hostile creature and will fight it to the death

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

GoneYT

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