Large Fiend (Demon), Chaotic Evil
Armor Class 19
Hit Points 118 (15d10 + 28)
Speed 30 ft., Fly 30 ft.
STR
16 (+3)
DEX
19 (+4)
CON
14 (+2)
INT
15 (+2)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws DEX +9, CHA +7
Skills Stealth +7
Damage Vulnerabilities Radiant
Damage Resistances Acid, Fire, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Lightning, Necrotic, Poison
Senses Darkvision 120 ft., Passive Perception 11
Languages Abyssal, Telepathy 120 ft.
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Incorporeal Movement. The demon can move through other creatures and objects as if they were difficult terrain. It may remain within solid terrain until the beginning of its next turn without penalty but must emerge within 15 feet of where it entered.

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

Planar Anchoring. The demon can physically connect with an object, weapon, or item in the possession of a creature with whom it has made a pact. Unless this anchor is destroyed, the pact is not considered dissolved and the demon may return to the creature at any time, hiding within the creature's corporeal form indefinitely.

Pact/Possession. Once a pact has been made, the demon may anchor itself to a belonging of the creature with whom it has the pact. While this pact is active, the creature gains the following benefits: 

  • Damage reduction. All Piercing, Slashing, Bludgeoning damage is reduced by 2.
  • Darkvision. A creature without Darkvision is granted Darkvision to 15 ft. A creature with Darkvision has their Darkvision extended by an additional 15 ft. (This effect does not stack with other effects that extend Darkvision.)

Shadowy Escape: When the demon is reduced to zero hit points, it becomes a small pile of shadow and attempts to return to its host.

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

Actions

Multiattack. The demon makes two claw attacks.

Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 25 (4d6 + 9) psychic damage or, if the demon had advantage on the attack roll, 41 (8d6 + 9) psychic damage.

Suppression (triggers in the course of a multiattack): On a failed saving throw (Wisdom, DC 17), the demon's influence controls the will of the target, dominates the target per the spell.

Rampage Pulse. [Recharge 5-6] A 20-foot-radius of magical confusion spreads outward from the demon and is not blocked by cover. Each creature within the radius must make a Wisdom Save (DC 17) or be forced to attack a random friendly target within range with a melee attack. On a successful save the creature takes 8 (2d6)

Bonus Actions

Shadow Stealth. While in dim light or darkness, the demon may use the Disengage or Hide action as a bonus action on its turn. 

Shadow Movement. The demon may teleport from one shadow to another shadow within 60 feet without using its movement. 

Mark of Vengeance: The demon casts [Tooltip Not Found] and marks a target, granting it advantage on attacks and an additional 8 (2d6) psychic damage on the marked target. The Mark can be moved to another creature as a bonus action.

Reactions

Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 25 (4d6 + 9) psychic damage or, if the demon had advantage on the attack roll, 41 (8d6 + 9) psychic damage.

Legendary Actions

The demon can take 2 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. The demon regains spent legendary actions at the start of its turn.

Attack. The demon makes one attack.

Move. The demon moves up to its speed without provoking opportunity attacks.

Psychic Drain (Costs 2 Actions): One creature dominated by the demon takes 8 (2d6) psychic damage, and the demon regains hit points equal to the damage the creature takes.

Description

Arruluth has advanced to a Greater Shadow Demon. It has fed on many souls as part of its pacts made with souls from the Material Plane, growing stronger with each kill. Since it managed to slip through from the Abyss it has dwelled in the Barbed Fields of Wildemount for decades, making pacts with creatures who are willing to feed it in exchange for its power. Not all pacts were straightforward; demons are not known for their honesty. As each creature with whom a pact had been made died, Aruluth consumed their souls, too, growing in power until it is much more powerful than most fiends of its type. 

It craves more power before attempting to return to the Abyss and seize power for itself. Beyond that, it also truly enjoys savoring the pain and anguish of those souls it is able to consume. Especially those with whom it is first able to make a pact.

Previous Versions

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8/23/2022 3:47:47 PM
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8/23/2022 3:47:53 PM
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Monster Tags: Demon

Nanlaria

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