Medium Fiend
Armor Class 20 natural armor
Hit Points 240 (18d10 + 12)
Speed 60 ft., climb 60 ft.
STR
10 (+0)
DEX
18 (+4)
CON
16 (+3)
INT
16 (+3)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws DEX +11, CON +10, INT +10, WIS +9
Skills Arcana +16, Deception +20, Perception +24, Sleight of Hand +18, Stealth +28
Damage Resistances Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness
Damage Immunities Cold, Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Petrified (Aberrant Armor Only)
Condition Immunities Charmed, Exhaustion, Paralyzed, Petrified, Poisoned
Senses Blindsight 30ft., Darkvision 200ft. sees through magical darkness., Truesight 15ft., Passive Perception 16
Languages Abyssal, Celestial, Common, Infernal
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Writhing Shadows. The Writhing Darkness can instantly Teleport from any shadow to another within 60ft.

Spellcasting. The Writhing Darkness is a spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +14 to hit with spell attacks). The Writhing Darkness has following Wizard spells prepared:
Cantrips (at will): Chill Touch, Infestation, Mind Sliver, Poison Spray, Toll The Dead, 
1st level (6 slots): Cause Fear, Chromatic Orb, Expeditious Retreat, False Life, Fog Cloud, Hideous Laughter, Magic Missle, Shield, Sleep,
2nd level (6 slots): Acid Arrow, Blindness/Deafness, Blur, Crown Of Madness, Darkness, Enlarge/Reduce, Mind Spike, Mirror Image, Misty Step, Phantasmal Force, Shadow Blade, Shatter, Suggestion, Tasha's Mind Whip,
3rd level (5 slots): Animate Dead, Blink, Counterspell, Dispel Magic, Enemies Abound, Fear, Feign Death, Fireball, Slow, Spirit Shroud, Summon Shadowspawn, Vampiric Touch,
4th level (5 slots): Blight, Confusion, Greater Invisibility, Hallucinatory Terrain, Phantasmal Killer, Raulothim's Psychic Lance, Vitriolic Sphere,
5th level (4 slots): Cloudkill, Danse Macabre, Dominate Person, Enervation, Immolation, Mislead, Negative Energy Flood, Synaptic Static, Wall Of Force,
6th level (4 slots): Chain Lightning, Circle Of Death, Disintegrate, Eyebite, Flesh To Stone, Globe Of Invulnerability, Mental Prison, Scatter,  

Actions

Multi Attack. The Writhing Darkness makes three attacks two with either its claws or shadow dart and one with its stinger tail. Alternatively it can cast two spells provided one is an action and the other can be cast as a bonus action. 

Claws. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 13 (3d4 + 4) [Necrotic] damage. 

Shadow Dart. Ranged Weapon Attack: +12 to hit, range 120/300 ft., 1 target. Hit: 14 (2d8 + 4) [Necrotic] damage.

Stinger Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 7 (2d4 + 4) [Piercing] damage. Target must make a DC 18 CON save or become poisoned and take 6 (1d6 + 3) [Poison] Damage

Bonus Actions

Consume Darkness: As A bonus action the Writhing Darkness can consume a persons shadow to regain health, Melee Weapon Attack, +10 to hit. reach 10ft. Hit: 16, (1d10+8) Necrotic Damage. The Writhing Darkness heals for damage done. A shadow consumed this way can only be regained by a greater restoration or a wish spell. The Writhing Darkness cannot consume the shadow of a person who no longer has one.

Reactions

Opportunity Attack. When an enemy moves out of the writhing shadows melee or ranged attack reach it can make an attack of opportunity against the target.

Legendary Actions

Magic Born. Once per combat The Writhing Darkness can instantly counterspell without expending a spell slot any one spell cast within 120ft of it.

Creature Of The Dark. On initiative count 20 the Writhing Darkness can cast Darkness centered on itself without expending a spell slot or needing concentration.

Psychic Horror. The Writhing Darkness unleashes a banshee like scream forcing everyone within 100ft to make a DC 18 WIS save or take 8d8 Psychic Damage, once used must roll a 6 on a 1d6 to recharge.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

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

Description

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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: Devil

Habitat: ForestMountainSwampUnderdark

TiesendarAbysrin

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