Large Fiend (Demon), Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 75 (12d12 + 36)
Speed 40 ft.
STR
18 (+4)
DEX
16 (+3)
CON
17 (+3)
INT
7 (-2)
WIS
14 (+2)
CHA
9 (-1)
Saving Throws DEX +7, CON +7, WIS +6
Damage Vulnerabilities Radiant
Damage Resistances Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 16
Languages Abyssal, Gnoll, Telepathy 120 ft.
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Rampage. When it reduces a creature to 0 hit points with a melee attack on its turn, the weredemon can take a bonus action to move up to half its speed and make a bite attack.

Actions

Multiattack. The weredemon makes three attacks: one with its bite and one with its tail stinger.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 4) piercing damage.

Tail Stinger. Melee Weapon Attack: +7 to hit, reach 15 ft., one creature. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions

As a bonus action it can consume a summoned lycanthrope. if it does so, roll a D20. this determines the percentage of the total remaining health of the lycan that it steals to heal itself.

EXAMPLE: It consumes a Werewolf with 40 out of a total 90 HP remaining. You roll a 10 on the D20, so it takes 10% of the remaining 40 HP to heal itself, so it heals for 4 HP

Reactions

Claws. Whenever a creature attempts to move towards the Weredemon it gets a opportunity attack with it's claws.

Melee Weapon Attack: +7 to hit, reach 15 ft., one creature. Hit: 9 [rollable](1d12 + 4);

Lair and Lair Actions

On initiative count 20 (losing initiative ties), Weredemon can take a lair action to summon lycanthropes; he can’t use the same effect two rounds in a row:

  • Roll a D4. On evens you can summon CR 2 Wererats or Wereravens. On odds you can summon CR 3 Werewolves.
  • Roll a D6-2 to determine how many is summoned

Monster Tags: Demon

Habitat: ArcticForestGrasslandHill

LokiZZac

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