Medium Fiend (Demon), Neutral Evil
Armor Class 15 Natural Armor
Hit Points 95 (10d10 + 40)
Speed 60 ft., Walk 30 ft., Climb 30 ft.
STR
15 (+2)
DEX
18 (+4)
CON
18 (+4)
INT
13 (+1)
WIS
18 (+4)
CHA
5 (-3)
Saving Throws DEX +8, WIS +8
Skills Perception +12, Stealth +12, Survival +8
Damage Resistances Cold, Fire, Lightning, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Poisoned
Senses Blindsight 120 ft. (blind beyond this radius), Darkvision 30 ft., Passive Perception 20
Languages Abyssal, Telepathy 120 ft., Undercommon
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Aversion to Radiant. If the demon takes radiant damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Blood Frenzy. The demon has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Echolocation. If the demon is deafened, the range of its blindsight becomes 60 ft.

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

Keen Hearing and Smell. The demon has advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that rely on hearing or smell.

Magic Resistance. The demon has advantage on saving throws against spells and other magical effects.

Magic Weapons. The demon's weapon attacks are magical.

Pack Tactics. The demon has advantage on an attack roll against a creature if at least one of the demon’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Regeneration. The demon regains 9 hit points at the start of its turn if it has at least 1 hit point. If the demon takes acid or radiant damage, this trait doesn’t function at the start of its next turn.

Shadow Stealth. While in dim light or darkness, the demon can take the Hide action as a bonus action and has advantage on Dexterity (Stealth) checks.

Spider Climb. The demon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sunlight Sensitivity. While in sunlight, the demon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The demon makes three attacks: one with its bite and two with its claws or three with its sound blast.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage plus 9 (2d8) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the demon regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.

Sound Blast. Ranged Spell Attack: +8 to hit, range 60/120 ft., one target. Hit: 16 (3d10) thunder damage.

Blood Spray (Recharge 3–4). The demon spews poisonous blood from its mouth in a 15-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. After a failed save, a creature is poisoned until the start of the its next turn.

Reactions

The demon can take one reaction per round.

Run and Hit. In response to being hit by an attack, the demon can fly up to half its flying speed. It can then make a claw or sound blast attack against its attacker.

Habitat: Underdark

SolemnSphinx

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