Large Fiend (Devil), Neutral Evil
Armor Class 14 (Natural Armor)
Hit Points 123 (13d10 + 52)
Speed 30 ft., fly 30 ft.
STR
14 (+2)
DEX
12 (+1)
CON
19 (+4)
INT
9 (-1)
WIS
10 (+0)
CHA
17 (+3)
Saving Throws WIS +3, CHA +6
Skills Deception +7, Perception +3, Persuasion +6
Damage Resistances Fire
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 13
Languages Infernal, Telepathy 120 ft.; can only use with Imps
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Swarmkeeper. The swarmkeeper has a swarm of imps. They typically have 2d4+2, but can have other amounts. These imps will try to help the swarm keeper, but it takes the swarmkeeper an action to give them specific directions. When the swarmkeeper dies, all the imps are let free and are able to act on their free will.

Actions

Hurl Flame. Ranged Weapon Attack: +6 to hit, range 60/120 ft., 1 target. Hit: 6 (1d6 + 3) fire damage.

Command Swarm. The swarmkeepers gains completecontrol of it's swarm for a round. During this time, it can choose what action they use, where they move, and everything else about the swarm.

Reactions

Gather into the Swarm. When a creature the swarmkeeper can see dies within 40 feet of it, it can use it's reaction to add the creature to it's swarm. When it does this, the creature becomes an imp which is part of the swarm keepers swarm.

HomebrewMindFlayer

Comments

Posts Quoted:
Reply
Clear All Quotes