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
Senses Blindsight, Passive Perception 15
Languages Abyssal, Infernal, Telepathy 120 ft
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Free Spawn. This monster can be summoned by a Whispers 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 attack

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.

Monster Tags: Demonfiend

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