Soul Syphon. Whenever a creature dies within 30ft of the Capra Demon, it regains 20 hit points.
Beneath Me. If the Capra Demon would be dealt damage from a source that totals less than 2, the damage is ignored by the demon.
Multiattack. The Capra Demon makes 2 machette attacks.
Machette. Melee Weapon Attack: +6 to hit, reach 5ft. Hit: 8 (2d6+2) slashing damage.
Hellfire Judication (Recharge 5-6). The Capra Demon's eyes illuminate with devilish light as it judges the soul of a nearby enemy, burning their essence for their past crimes. The demon targets one creature it can see within 10ft of itself, forcing the target to make a Wisdom saving throw (DC 14), taking 4d8 necrotic damage on a failed save and half as much on a successful save. Creatures that have an evil alignment automatically fail the saving throw but still roll for the saving throw. If a creature fails their saving throw roll by +10 or more, they die on the spot as their sins ignite and are set ablaze with hell fire. Only a Wish spell can revive someone slain this way.
Infernal Subpoena (Recharge 5-6). The Capra Demon targets one creature it can see within 60ft of it, forcing them to make a Charisma saving throw (DC 14). On a failed save, the target is teleported to a spot within 10ft of the Capra Demon of its choice and they becomes Paralyzed until the end of their next turn. While Paralyzed in this way, they have disadvantage on the next saving throw they would make.
Dread Visage. The Capra Demon lets out a deep guttural bellow. Each creature within 60ft of the demon makes a Wisdom saving throw, becoming Frightened by the Capra Demon on a failed saved.
{Home rules for Frightened: While Frightened, you cannot willingly move towards the source of your fear. You have disadvantage on attack rolls made against the source of your fear. You have disadvantage on ability checks made while the source of your fear is within visual range of you (this includes being behind you in the case of running away from the source.) You cannot end this fear until you've gone for 10 rounds without encountering the source of your fear or have managed to succeed on the Wisdom saving throw to overcome your fear. Breaking line of sight does not end the frightened condition. Once you've succeeded on the Wisdom save to overcome the fear, you are immune to being frightened by that creature for 24hrs.}
Damned Rebuke. The Capra Demon targets one creature within 5 ft of it that just damaged it. That 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.
Lair and Lair Actions
Lair Actions.
On Initiative Count 20, choose one of the lair actions below not previously chosen on the last round of combat.
-Called to Serve. The Capra Demon calls forth the essence of the previously damned to serve by its side. One dead creature of medium or small size within 60ft of the demon rises and becomes a Zombie. It takes its turn directly after the demon's turn. The Zombie remains until destroyed or the Capra Demon is destroyed.
-Deathmark. The Capra Demon selects an enemy at random within 30ft of it. A glowing sigil burns above their head, marking them for judgement until a new lair action is selected. While the sigil glows, the marked target gains vulnerability to all damage.
-Vitality Tax. A glowing sigil burns above the Capra Demon. Whenever a creature other than the Capra Demon would gain hit points from a spell or effect, that healing is instead halved (rounded down) and the demon heals for the reduced healing amount. (EX: A player is healed for 11HP from a cure wounds. That healing would be reduced to 5HP and the Capra Demon would heal for 6HP)
-Court of Chaos. 1d4 Cacklers are summoned around the Capra Demon. They obey the demon and take their turn directly after the demon's. They last until they are slain or the next Lair action is selected.
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