Medium Fiend, Chaotic Neutral
Armor Class 13 Natural armor
Hit Points 40 (6d8 + 22)
Speed
STR
8 (-1)
DEX
16 (+3)
CON
11 (+0)
INT
9 (-1)
WIS
8 (-1)
CHA
8 (-1)
Saving Throws DEX +5
Damage Resistances Ranged Attacks
Condition Immunities Exhaustion, Grappled, Petrified, Restrained
Senses Passive Perception 9
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Actions

Hellish Claws. Melee weapon attack: +4 to hit, reach 5 feet., one target. Hit 7 (1d8+2) slashing damage. 

Reactions

Disturbing Smell.  When this creature is slashed or pierced, it release a foul disturbing smell within 10 feet. Each creature inside the radius must make a DC 15 Constitution Saving Throw, receiving 1d4 of Poison Damage and becoming Stunned on a failure.

A creature beginning its turn covering its nose/mouth makes this save with Advantage. A creature what has Advantage on Perception Checks based on smell makes this save with Disadvantage. The Stunned Condition lasts until the afflicted creature has breathed fresh air (at least 10 feet away from this creature) for at least one turn.

Time Dilation. When this creature Hit Points reaches 10 or below, Enhance this creature's perception and speed so that it seems the world is going slower around it. This creature can move twice as far per turn. If using an attack which requires the enemy to make a dexterity saving throw, the target has disadvantage; conversely, the user has advantage on any dexterity saving throws or checks, including acrobatics rolls.

Habitat: Forest

ormus

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