Medium Humanoid (Demon), Chaotic Evil
Armor Class 12 Natural
Hit Points 50 (50d6 + 3)
Speed 25 ft.
STR
15 (+2)
DEX
5 (-3)
CON
15 (+2)
INT
20 (+5)
WIS
20 (+5)
CHA
14 (+2)
Saving Throws STR +8, DEX +3, CON +8, INT +11, WIS +11, CHA +8
Skills Deception +32, Religion +18
Damage Vulnerabilities Slashing from a Vorpal Sword
Damage Resistances All, Damage from Spells
Damage Immunities Acid, Cold, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Darkvision, Truesight, Passive Perception 12
Languages Common It can speak all languages
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Insanity 

causes insanity 

roll a d4 for how insane they go 

1 is mild or -2 damage, 2 is - 6 damage 3 freezes them,4 kills them via suicide

mimic the alternates mimic humanoid and angelic beings, cannot be dispelled 

roll a d4 for how well it blends in 1 is obvious while 4 is perfect 

Spellcasting. The alternate is a 5-level spellcaster. Its spellcasting ability is 15 (spell save DC 4, +1 to hit with spell attacks). The alternate has following spells prepared:
1st level (# slots): insanity, mimic

Actions

alter. The alternates exist on the light spectrum 

basically teleportation 

Smack. Melee Weapon Attack: +2 to hit, reach 3 ft.,  1target. Hit: 3 (1d6 + 2) bludgeoning  damage. 

 

Bonus Actions

All despelling actions do not work but damage does

Reactions

It goes away 5 ft

Legendary Actions

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

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

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

Tall and lanky the alternates are usually pitch black with white eyes some have distorted human faces the alternates are hyper intelligent and use psychological warfare to help them as well they usually are found near religious sites

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: Misc CreatureDemonShapechangerhumanoid

Habitat: Urban

Juicydraconian

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