Large Fiend (Demon), Chaotic Evil
Armor Class 15
Hit Points 146 (15d12 + 15)
Speed 30 ft., Fly 60 ft. Mage only
STR
15 (+2)
DEX
17 (+3)
CON
14 (+2)
INT
14 (+2)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws DEX +6, CHA +5
Skills Stealth +7
Damage Vulnerabilities Radiant
Damage Resistances Acid, Fire, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Lightning, Poison
Senses Darkvision 120 ft., Passive Perception 11
Languages Abyssal, Infernal, Telepathy 120 ft.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

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.

Actions

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

Legendary Actions

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

Monster Tags: Demon

moraamus

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