Incorporeal Movement. The demon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Light Sensitivity. While in bright light, the demon 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 demon can take the Hide action as a bonus action.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) psychic damage or, if the demon had advantage on the attack roll, 17 (4d6 + 3) psychic damage.
Mask of the Warrior.
Great Axe. Melee Weapon attack: +7 to hit, reach 10 ft., one creature. Hit: 2d12 +3
Mask of the Mage.
Cantrips: Fire bolt, Acid Splash, Frost bite
Level 1: Witch Bolt, Magic Missile, Hideous Laughter
Level 2: Phantasmal force, Mirror Image, Maxamillians Earthen Grasp
Mask of the Assassin.
This mask has adv on stealth checks
Shadow Bow: Ranged Attack. +5 to hit, 3d8 +4 piercing damage. Creature makes a CON saving throw of 13, on failure taking 2d6 necrotic damage
1 Legendary action per round of combat
2 Legendary resistance
1 Action only
Misty Step: Creature cast Misty step and moves 30ft away from melee combat and changes masks. Roll a d6 to decide the next form the creature adorns
1-2 Warrior
3-4 Mage
5-6 Assassin
Lair and Lair Actions
Initiative order 20
Grasping shadows: all creatures within the lair make a DC 13 DEX saving throw. on failure, the creature is grappled by shadows near them.
Shadow spikes: The walls of the lair suddenly extend with shadow spears, any creatures within 10 ft make a DC 13 Dex saving throw. On failure, the creature takes 3d6 Piercing damage and 2d10 necrotic damage
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