Large Fiend (Demon)
Armor Class 17 natural
Hit Points 100 (5d20)
Speed 140 ft.
STR
14 (+2)
DEX
16 (+3)
CON
12 (+1)
INT
14 (+2)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws DEX +6
Skills Perception +0
Damage Vulnerabilities Cold, Slashing
Damage Resistances Piercing, Thunder
Damage Immunities Necrotic
Condition Immunities Paralyzed, Stunned
Senses Darkvision, Passive Perception 15
Languages Draconic, Dwarvish
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Special Trait Name.
Fly:
- Bor 'Habrash is using it's giant fey-bat wings to
fly

Adaptation
- 
Bor 'Habrash has magic skin, allowing him to adapt to taken damage. For each lost 20 healthpoints it gains 1 AC and 1 less damage for each successful attack targeting him.
"Hit me all you want!"

Actions

Action Name. Enter the description for your action.

Action Melee Attack.  Bite Attack: +2 to hit, reach 5 ft., 1 target. Hit: 4 (3d4 + 2) [Piercing] damage + 1d4 [Poison] damage. On a success the target becomes poisoned and takes CON saving throw for 15 each turn. On fail, it takce 2d8 poison damage. 
"Bleed for me."

Action Melee Attack. Wings collision: +3 to hit, reach 15 ft., all targets in square are in front of him. Hit: 6d6 + 3 [Force] damage. All targets in area takes CON saving throw. On success they take half of damage and are pushed 5ft. away. On fail it takes whole damage and is pushed 15 ft.
Forwardly, every turn Bor 'Habrash throws d6. On 5-6 he can use this attack again later.
"Come at me, i can push you back again."

Action Ranged Attack.
 Scream Attack: +6 to hit, range 0/60 ft., all targets in line.
Hit: 3 (4d3 + 3) [Force] damage. If the attack hits any or all targets, each target cannot use magic untill Bor 'Habrash next turn.
"SILENCE!"

Bonus Actions

Dead calling
- Bor 'Habrash screams. Then each dead ally or neutral creature comes back as a skeleton.
"Come back to your eternal service!"

Reactions

Reaction Name. 
Blood is life:
Whenever a creature, that can bleed, dies, Bor 'Habrash is absorbing it's blood and receiving 4d6 hitpoints
"Give me your life, weakling!"

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.

Greg645

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