Huge Fiend, Chaotic Evil
Armor Class 15 Natural armour
Hit Points 187 (22d12 + 44)
Speed 20 ft., Fly 5 ft.
STR
23 (+6)
DEX
15 (+2)
CON
15 (+2)
INT
8 (-1)
WIS
9 (-1)
CHA
7 (-2)
Skills Intimidation +4
Damage Vulnerabilities Fire
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 10 ft, Passive Perception 9
Languages Abyssal
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Actions

Warhammer - Melee Weapon Attack: +7 to hit, reach 5 ft., two targets. Hit: 9 (1d8+5) bludgeoning damage, or 10 (1d10+5) bludgeoning damage if used with two hands to make a melee attack.

Slam - Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage.
Leaping Slam - Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 18 (3d8+5) bludgeoning damage.
 

Description

The Asylum Demon has an almost draconic appearance, with spotted blue-green scales all over its body and a pair of stubby wings on its back. It sports a tail and horn-like growths protrude from its legs and arms. Dark red eyes are accompanied by a set of large teeth that are revealed by the demon's permanently exposed gums. It wields a Demon's Great Hammer, an intimidating weapon moulded from stone archtrees.

Lair and Lair Actions

The Asylum Demon rests in the cold fortress of the Undead Asylum, lying in wait for any foolish enough to try and escape the prison it holds it's once-living captives inside.

When fighting inside its lair, the Asylum demon can take lair actions. On initiative count 20 (losing initiative ties), the Asylum demon takes a lair action to cause one of the following effects:
  • Ceiling crash: The Asylum demon crashes through the ceiling, and players must make a DC16 Reflex save or be hit by its Leaping Slam.
MTheGuardian

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