Medium Fiend (Demon), Chaotic Evil
Armor Class 16 Natural Armour
Hit Points 110 (10d10 + 50)
Speed 30 ft.
STR
18 (+4)
DEX
16 (+3)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws STR +8, WIS +5, CHA +4
Damage Resistances Bludgeoning, Piercing
Damage Immunities Poison
Condition Immunities Frightened, Paralyzed, Poisoned
Senses Darkvision 150 ft, Passive Perception 10
Languages Knows All.
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Brute. A melee weapon deals one extra die of damage when the chaos warrior hits with it (included in the attack).

Keen Senses. The chaos warrior has an advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

Daemonic Plate. While wearing his armor, the chaos warrior is immune to inhaled poisons and has resistance to bludgeoning, piercing, and slashing damage from attacks.

Regeneration. The chaos warrior recovers 5 hit points at the start of each of its turns as long as it has at least 1 hit point remaining.

Actions

Multiattack. The chaos warrior makes two attacks.

Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used in two hands. Con Saving throwing. 2 (2d10 + 6) poison damage)

Throwing Axe. Ranged Weapon Attack: +5 to hit, range 50/100 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Con Saving throwing. 2 (2d10 + 6) poison damage)

Legendary Actions

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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Chaos Warriors, also known as the Hordes of Chaos, the Followers of Chaos, the Northern Barbarians or simply just Northmen, are the names given to a race of savage, warlike tribes of human barbarians that occupy the harsh and unforgiving lands of the North. To all those that faced them, the northern barbarians are considered by all to be the enemies of all the civilized humanoids, whose unwavering worship to an uncaring and sadistic pantheon of ancient and evil creatures of the lower planes has given them a single driving motive to usher in the inevitable downfall of all mortal-kind into their hellish enslavement.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Demon

Habitat: Swamp

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