Small Fiend (Demon), Chaotic Evil
Armor Class 16 Natural armor +3
Hit Points 18 (2d8 + 3)
Speed 30 ft., Climb 30 ft.
STR
10 (+0)
DEX
17 (+3)
CON
16 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws DEX +5, CON +5
Skills Acrobatics +7, Stealth +10
Damage Vulnerabilities Radiant
Damage Immunities Necrotic
Condition Immunities Exhaustion, Frightened, Poisoned
Senses Darkvision 90', Passive Perception 12
Languages Abyssal, Draconic, Infernal (Telepathy 200 ft.)
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Standing Leap.  The ashling shephard's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Camouflage.  If the ashling shephard does not move for more than one (1) round, it gains a bonus +5 to stealth. Additionally, the ashling shephard can attempt to hide in plain sight if it uses a full round action to stealth.

Climb.  Ashling shephards can climb on any surface as spiders, and at their full movement.

Actions

Ambush.  When using a full round action to stealth and the ashling shephard has successfully been able to hide in plain sight, it may attempt an ambush attack. The ashling shephard gains advantage on the first attack made from ambush.

Claw/Claw.  The ashling shephard can make up to two (2) claw attacks (finesse, dex to hit): +5 to hit, reach 5 ft., 1 target. Hit:   3 [(1d6) necrotic damage]. On a successful hit, the target must make a DC 15 CON saving throw (10 + ashling CON mod + HD). If the target succeeds then nothing happens and the ashling shephard deals damage as normal; if the target fails then the ashling shephard deals the damage as normal and heals for half of the damage dealt. This healing effect can occur no more than once per round, up to a maximum three (3) times per short rest.

Description

Role
Ashling shephards are employed as the preferred guard units for the slave camps of Tiamantia.

Ecology
These creatures tend to roam in pairs, and are found in any weather environment and on all major continents of Tiamantia. There is major, thematic differences in ashling colouring from continent to continent, resulting in a preference to stay in their native continent. The major continental colouring schemes are: red/yellow/black in red continent; white/aquamarine in white continent; navy blue/black/violet in blue continent; green/white/yellow in green continent; black/grey/white in black continent. 

Physiology
Ashling do not need to eat/breathe/sleep. They are immune to exhaustion, fear effects/frightened status, and are immune from being poisoned. Ashling shephards are a small, chaotic evil demon. They are four-legged creatures covered in chitinous plates, and have movement similar to spiders. The coloured plates of their chitin shifts as that of a chameleon, allowing it to be very efficient at hiding. Ashling shephards are a very dexterous creature, and gain a bonus +2 to acrobatics checks. Due to their nature they are immune to necrotic damage and are weak against radiant damage.

Communication
Ashling communicate telepathically with others of their kind. This telepathic communication can extend outside of their race if the target also has telepathy as an innate ability. They understand draconic, abyssal, and infernal fluently, but are only capable of rudimentary speech; the plates of chitin make speech difficult and causes its voice to sound like something between an insect buzzing and mechanical gears grinding together.

Monster Tags: Demonfiend

Habitat: ArcticForestGrasslandMountainSwampUrban

KLLsouthies

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