Huge Fiend (Demon), Chaotic Evil
Armor Class 13 (natural armor)
Hit Points 133 (14d12 + 42)
Speed 0 ft., fly 40 ft. (hover)
STR
1 (-5)
DEX
12 (+1)
CON
17 (+3)
INT
6 (-2)
WIS
6 (-2)
CHA
17 (+3)
Saving Throws INT +2, WIS +2, CHA +7
Skills Deception +7, Insight +2, Perception +2
Damage Vulnerabilities Psychic
Damage Resistances Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Acid, Poison
Senses Blindsight 120 ft. (blind beyond this radius), Passive Perception 12
Languages Abyssal, Telepathy 120 ft.
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Body of Malice. The cloud can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the cloud or hits it with a melee attack while with in 5 feet of it takes 5 (1d10) acid damage and 5 (1d10) psychic damage. In addition, the cloud can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, and whenever a creature ends its turn in the cloud's space, that creature takes 18 (4d8) acid damage and 18 (4d8) psychic damage.
    Finally, weapon attacks made against the cloud have disadvantage unless the weapon is magical or counts as magical for the purposes of resistance and immunity.

Detect Ego. The cloud can magically sense the presence of creatures that have both a Charisma and Intelligence of 7 or higher up to 5 miles away. It knows the general direction they're in but not their exact locations.

Magic Resistance. The cloud has advantage on saving throws against spells and other magical effects.

Probing Telepathy. If a creature communicates telepathically with the cloud, the cloud learns the creature's greatest desires, though it might always not be intelligent enough or insightful enough to understand them.

Psychic Rage. When the cloud takes psychic damage or is targeted by the new excite emotions spell, it enters a rage for 1 minute or until it is targeted by the calm emotions spell. While the cloud is in a rage, its flying speed increases by 20 feet, and each non-demon creature that starts its turn within 60 feet of the cloud takes 9 (2d8) psychic damage.

Actions

Charm. The cloud targets up to three creatures that it can see within 120 feet of it. Each target must succeed on a DC 15 Wisdom saving throw or else be charmed by the cloud until the end of the cloud's next turn. While charmed by the cloud, a creature can't see or hear any creatures other than the cloud, and it must use all its movement on its turn to move as close as it can to the cloud, including entering the cloud's space if it is close enough.

Repel. The cloud targets up to three creatures that it can see within 60 feet of it. Each target must succeed on a DC 15 Charisma saving throw or be frightened of the cloud until the end of the cloud's next turn. While frightened by the cloud, a creature is also blinded and deafened, and it must use all its movement on its turn to move as far away from the cloud as it can, using its action to Dash if need be.

 

Description

Despite their feral nature, the strange fiends known as id clouds are actually proper demons and native to the Abyss. They can also be found in the depths of Tartarus.

Hostile Emotions. An id cloud's body is composed entirely of demonic psychic energy, given substance in the form of caustic crimson smoke. This smoke melts flesh and drives creatures who inhale it mad. Id clouds feed on living creatures by dissolving their bodies and their minds inside the id cloud's smoke. The true nature of this psychic energy is condensed hatred and hostility. Id clouds are formed from the psychic remnants left by powerful demons after they are slain.

Hungry for Thought. Id clouds are made of surging and powerful emotions, but they have little capacity for thought or logic of any kind. Indeed, they lack any sense of self or coherent memory other than the unifying spite that they feel for all things. Perhaps because of this void, id clouds are ravenously hungry for the minds of more intelligent creatures. Should one sense the presence of such a creature, it lures the creature toward it using its ability to broadcast waves of emotion.

Fiendish Nature. An id cloud doesn't require air, drink, or sleep.


Devils, demons, and yugoloths are not the only creatures native to the lower planes. All manner of wild beasts live as fiends among the lower planes. Some of them, such as the canine hell hounds and the equine nightmares, are well known to adventurers, while others are more enigmatic. The following fiends are native to the lower planes but live like wild, feral beasts.

Sometimes, these fiends can be summoned into the Material Plane or other planes. In rare cases, a group of wild fiends can find suitable environments to reproduce in another plane, and a small population may begin to live there, such as in a hellish volcano, poisonous jungle, frozen wasteland, or death-choked hollow.

Monster Tags: Demonfiend

Habitat: Underdark

BenevolentEvil

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