Medium Fiend (Demon), Chaotic Evil
Armor Class 17 Natural Armor
Hit Points 108 (9d10 + 5)
Speed 40 ft.
STR
18 (+4)
DEX
14 (+2)
CON
20 (+5)
INT
14 (+2)
WIS
17 (+3)
CHA
8 (-1)
Saving Throws STR +8, CON +9
Skills Athletics +6, Intimidation +11
Damage Vulnerabilities Radiant
Damage Resistances All damage but Force, Radiant, and Psychic
Condition Immunities Exhaustion, Frightened, Unconscious
Senses Blindsight 90 ft., Tremorsense 20 ft., Passive Perception 16
Languages Abyssal, Draconic, Infernal (Telepathy 200 ft.)
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Fear aura.  The ashling enforcer exudes an aura of intimidation to a radius of 30 ft. All enemies in this radius must succeed on a Wisdom save DC 18 (10 + 1/2 HD + Str mod). If the target succeeds they feel the split second moment of panic but they immediately shake that feeling and nothing else happens. If the target fails their save, they become frightened for 1d3 rounds. On a critical fail they gain the stunned status for one round and remain frightened for the remainder of the duration. (A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can't willingly move closer to the source of its fear. A stunned creature is incapacitated (can't take actions or reactions), can't move, and can speak only falteringly. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage). The fear aura can only affect the same target once per long rest regardless if it saves or fails.

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

Charger.  Feat.  When the ashling enforcer uses its action to dash, it can use a bonus action to make one melee weapon attack or to shove a creature. If it moved at least 10 feet in a straight line immediately before taking this bonus action, the ashling enforcer can either gain a +5 bonus to the attack’s damage roll (if it chose to make a melee attack and hit) or push the target up to 10 feet away from it (if it chose to shove and  succeed).

Actions

Multiattack. The enforcer makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 4) necrotic damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw (10 + 1/2 HD + Str mod) or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic. Twice per long rest the ashling enforcer may heal itself for half the amount of damage dealt.

Description

Role
Ashling enforcers are the preferred military and combat units for the slave camps of Tiamantia. Ashling enforcers report directly to their devil keepers. 

Ecology
These creatures 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 to poison. Ashling enforcers are a medium, chaotic evil demon. They are bipedal creatures covered in chitinous plates. Ashling enforcers' chitinous plating is robust as that of the ashling guards. The coloured plates of their chitin shifts as that of a chameleon, but due to their size they gain no benefits to stealth. Ashling enforcers are fearsome and intimidating. They gain a bonus +5 to intimidation checks and use strength instead of charisma when making intimidation checks. Due to their combat focus, ashling enforcers are resistant to all weapon damage and elemental damage (exceptions:  force, radiant, and psychic) but they remain 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.

Habitat: ArcticCoastalDesertForestGrasslandMountainSwampUrban

KLLsouthies

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