Medium Aberration, Neutral Evil
Armor Class 17 Natural
Hit Points 300 (12d10 + 240)
Speed 50 ft., Climb 30 ft.
STR
18 (+4)
DEX
22 (+6)
CON
18 (+4)
INT
16 (+3)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws STR +8, DEX +10, CON +8
Skills Acrobatics +10, Athletics +9, Deception +6, Insight +6, Perception +6, Persuasion +6
Damage Resistances Psychic
Damage Immunities Necrotic
Condition Immunities Exhaustion, Poisoned
Senses Blindsight 15, Darkvision 120, Passive Perception 14
Languages Abyssal, Common
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Limber. Armond has advantage on saves to avoid or end the grappled and restrained conditions.

Enhanced Claws. Armond's nail attacks are magical for the sake of overcoming resistances.

Speed Demon. Opportunity Attacks have disadvantage against Armond.

Legendary Resistance (1/day). If Armond fails a saving throw, he can choose to succeed on it instead.

Self Destruct. Upon death, Armond will explode within 10 seconds. This cannot be prevented in any way. Creatures who are within this radius must make a Dexerity saving throw DC 18 or take 40 (8d10) fire damage on a failed save or half as much on a successful one.

Actions

Multiattack. Armond can make up to three attacks with his Blade Nail, any of which may be replaced with a Revolver attack.

Blade Nail. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 18 (3d8 + 6) slashing damage and 6 (2d6) necrotic damage.

Revolver. Ranged Weapon Attack: +10 to hit, range 60/120 ft., 1 target. Hit: 11 (1d10 + 6) piercing damage. Reload: 6. Misfire: 2.

Bonus Actions

Death Grip. Armond attempts to pierce a creature within 5 feet with his nails in a vital spot. That creature must make a Constitution saving throw DC 18 or become Grappled regardless of size. While grappled in this way, the creature is also paralyzed. While the creature is grappled, Armond may use a free action to drain the creature's blood, dealing 20 (4d10) necrotic damage and healing Armond for the same amount. The creature also gains a level of exhaustion. Armond's movement speed is halved and has disadvantage on Dexterity saving throws while grappling, if the creature is Huge or Larger, Armond's movement is 0. Creatures killed in this way cannot be revived via normal means.

Nimble. Armond can take the Dash, Disengage, or Dodge action as a bonus action.

Reactions

Sacrifice. If Armond takes damage while grappling a creature or while within 5 feet of a Thrall that is not incapacitated, he can use them as a meat shield, making them take the damage in his stead. If the creature cannot take all of the damage, Armond will take the rest.

Deflect. When attacked with a weapon attack, Armond can use his reaction to take a defensive stance, adding +5 to his AC for that attack. If the attack is ranged and Armond successful deflects hit, he can redirect it in another direction.

NorosElderwing

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