Medium Fiend, Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 85 (9d8 + 45)
Speed 30 ft., Fly 50 ft.
STR
22 (+6)
DEX
18 (+4)
CON
20 (+5)
INT
7 (-2)
WIS
17 (+3)
CHA
20 (+5)
Saving Throws STR +10, DEX +8, CON +9, WIS +7
Skills Perception +11, Stealth +8
Damage Vulnerabilities Cold
Damage Resistances Acid, Lightning
Damage Immunities Fire, Poison, Thunder
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Abyssal, Common, Draconic, Ignan, Infernal, Olman, Telepathy 120 ft.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Devil's Sight. Magical darkness doesn’t impede the aspect’s darkvision.

Echolocation. The aspect can’t use its blindsight while deafened.

Fire Aura. At the start of each of the aspect’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 aspect or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

Flyby. The aspect doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Speak with Bats. The aspect can communicate with ordinary bats and giant bats.

Actions

Multiattack. The aspect makes four Claw attacks followed by one Bite attack. If two Claw attacks hit the same creature, the Bite attack is made with advantage.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 15 (2d8 + 6) piercing damage plus 16 (3d10) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) slashing damage.

Children of the Night (1/Day). The aspect magically calls 2d4 swarms of bats, provided that the sun isn't up. The called creatures arrive in 1d4 rounds, acting as allies of the aspect and obeying its spoken commands. The beasts remain for 1 hour, until the aspect dies, or until it dismisses them as a bonus action.

Unholy Fire Breath (Recharge 5–6). The aspect exhales unholy fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.

Gnomarchy

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