Medium Monstrosity (Demon), Any Chaotic Alignment
Armor Class 18 Natural Armor
Hit Points 290 (24d8 + 130)
Speed 25 ft.
STR
25 (+7)
DEX
16 (+3)
CON
23 (+6)
INT
10 (+0)
WIS
13 (+1)
CHA
2 (-4)
Saving Throws STR +12, DEX +8, CON +11
Condition Immunities Charmed, Exhaustion, Prone
Senses Darkvision, Passive Perception 16
Languages Abyssal, Common
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Atypical Appearance. Upon being first seen, that creature must make a Wisdom DC 14 or become frightened. If that creature succeeds on the save or overcame their frightened condition, they are immune to this trait for the rest of the game.

Actions

Multiattack. The variant can use its Frightful Presence. It then makes three attacks: one with its bite, one with its claw, and one with its scythe.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: Hit: 18 (2d10 + 7) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The variant has two tentacles, each of which can grapple one target.

Scythe. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.

Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage. If grappled the creature must succeed on a DC 14 Constitution saving throw or be stunned until the end of the variant's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.

Frightful Presence. Each creature of the variant's choice that is within 120 feet of the variant and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the variant's Frightful Presence for the next 24 hours.

Devour. The variant makes one bite attack against a creature it is grappling. The creature must succeed on a DC 17 Constitution saving throw or the target takes the bite's damage, and that much damage is restored to the variant's total hit points. On a successful save, the target only takes half the piercing damage and no health is restored to the Variant.

Reactions

Uncanny Dexterity. As a reaction, you can morph and swerve your body to avoid an attack. Add +2 to your AC against any attack that you can see.

Parry. The Variant adds +6 to its AC against one melee attack that would hit it.

Description

Variant Demon

A peculiar and equally terrifying monster of unknown qualities. These demons have came in varied forms consisting of flesh and bone with vaguely humanoid appearances. They are largely known as encounters with these are considerably rare and just as dangerous. These creatures not only can come in many forms, but personality as well. Some in between can be intelligent and understanding, or seemingly blinded in primitive rage. If there was one common trait to identify this species as, it's their chaotic unpredictability in both form and mind. Demons such as these are formerly called "Variants" by scholars of demonology.

 

**** this shit.

- A hastily scribbled note of a scholar.

Monster Tags: Demonmonstrosity

ShutDog1212

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