Fear Aura. Any creature hostile to the abhorrent that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the abhorrent is incapacitated. 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 abhorrent's Fear Aura for the next 24 hours.
Magic Resistance. The abhorrent has advantage on saving throws against spells and other magical effects.
Magic Weapons. The abhorrent's weapon attacks are magical.
Sunlight Sensitivity. While in sunlight, the devil has disadvantage on attack rolls, as well as on wisdom (perception) checks that rely on sight.
Shadow Stealth. While in dim light or darkness, the devil can take the hide action as a bonus action.
Innate Spellcasting. The abhorrent's spellcasting ability is Charisma (spell save DC 21). The abhorrent can innately cast the following spells, requiring no material components:
3/day:hold monster
Multiattack. The abhorrent makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage. +6d6 necrotic damage
Shadow Step recharge 5-6. If the ahorrent starts or ends it's turn in an area of dim light or darkness, it may shadow step up to 60 feet to an unoccupied space that it can see that is also in dim light or darkness.
Comments