Huge Fiend (Demon), Chaotic Evil
Armor Class 13 (natural armor)
Hit Points 111 (13d10 + 39)
Speed 40 ft., Swim 50 ft., Climb 30 ft.
STR
18 (+4)
DEX
13 (+1)
CON
17 (+3)
INT
9 (-1)
WIS
7 (-2)
CHA
14 (+2)
Saving Throws STR +7, CON +6
Skills Athletics +7, Stealth +8
Damage Resistances Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Condition Immunities Frightened
Senses Tremorsense 40 ft., Passive Perception 10
Languages Abyssal, Common, Telepathy 120 ft.
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Hold Breath. The chrotide can hold its breath for 30 minutes.

Shadow Stealth. When in dim light or darkness, the chrotide can take the Hide action as a bonus action. 

Innate Spellcasting. The chrotide's innate spellcasting ability is Charisma (spell save DC 13). The chrotide can innately cast the following spells, requiring no material components:

At will: darkness, absorb elements

1/Day each: counterspell, phantasmal killer

Legendary Resistance (2/Day). If the chrotide fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The chrotide makes two attacks: one with its bite and one by slamming it's body weight.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 4) piercing damage.

Body Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Legendary Actions

The chrotide can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Chrotide regains spent legendary actions at the start of its turn.

Detect. The chrotide makes a Wisdom (Perception) check.

Lunge. The chrotide moves up to half its speed.

Bite (Costs 2 Actions). The chrotide makes a bite attack.

Lair and Lair Actions

The lair of a chrotide is typically a swamp or sewer, or somewhere else that feels cramp, and dark, and humid; an optimal place for it to launch ambushes. It is occasionally used as a sort of guard dog for moats or caves, as it is relatively complacent as long as it is fed.

Lair Actions

While inside it's lair, a chrotide can invoke the magic with which it has been infused to make lair actions. On initiative count 20 (losing initiative ties), the chrotide can take a lair action to cause one of the following effects:

  • The waters of a chrotides lair become attuned to it's wishes. Water surges up around the feet of any creatures with 10 feet of a body of water, causing them to move as if in difficult terrain. This lasts until the start of the lair's next turn, resulting in the water flowing back into the body that it came from. This cannot be used again until another lair action has been taken.
  • The water starts sizzling, transforming into steam. Any creature directly in contact with the water must make a DC 12 Constitution saving throw, taking 1d6 fire damage upon a failed saving throw. 
  • The water boosts it's master, increasing it's speed. On the chrotide's next turn, it can take the dash action as a bonus action. 

Regional Effects

The influence of the chrotide extends throughout the tunnels and waters in which it makes it's home, which creates one or more of the following effects:

  • Taking a long rest within 2 kilometres of the chrotide's lair has a 50% chance of not removing exhaustion points, and if a creature without exhaustion points rests within the same distance they have a 50% chance of instead gaining up to 1 level of exhaustion. 
  • The waters within 2 kilometres of the chrotide's lair create a strange mist, and the water is murky and perpetually tepid; this murkiness doesn't disappear by filtering the water, and instead just results in particularly putrid mist emerging. 

Habitat: SwampUnderwaterUrban

Rambaugaming

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