Large Humanoid (Demon, Shifter), Typically Chaotic Evil
Armor Class 17
Hit Points 210 (210d12)
Speed 40 ft., walk 40 ft.
STR
23 (+6)
DEX
20 (+5)
CON
24 (+7)
INT
15 (+2)
WIS
13 (+1)
CHA
5 (-3)
Saving Throws STR +14, DEX +13, CON +15
Skills Acrobatics +17, Intimidation +20, Persuasion +16
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning
Damage Immunities Acid, Piercing
Condition Immunities Charmed, Paralyzed, Poisoned, Restrained
Senses Darkvision 120ft, Truesight 100ft range, Passive Perception 13
Languages Deep Speech command
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Fire Aura. At the start of each of the demon's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the demon or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

Actions

Multiattack. The devil makes three attacks: one with its bite, one with its claws, and one with its tail.

Whip. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the Demon.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Bonus Actions

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

Reactions

Reaction Name. Enter the description for your action.

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

Enter a general description for your monster here.

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: SwampUnderdark

Allmight47