Medium Humanoid (Demon), Any Evil Alignment
Armor Class 18 Leather
Hit Points 350 (10d8)
Speed 60 ft.
STR
25 (+7)
DEX
30 (+10)
CON
25 (+7)
INT
20 (+5)
WIS
20 (+5)
CHA
19 (+4)
Saving Throws DEX +19, CON +16, INT +14
Damage Vulnerabilities Psychic, Radiant
Damage Resistances Acid
Damage Immunities Cold, Fire, Necrotic, Poison
Senses Passive Perception 20
Languages Abyssal, Common
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Arrows of Affliction: Annabelle's arrows are tipped, after being hit by a arrow, the target must succeed a DC 25 CON save, or else the target is Poisoned, Blinded, and Deafened for 3 rounds. Succeeding this throw only poisons the target for one round

Sneak Attack: Annabelle has advantage on attack rolls made on targets that cannot see her. Attacks made against Blinded targets deal 20 extra damage

Brimstone Aura: Radiant magic in a 120ft radius around Annabelle have their damage reduced by 2d12+5.

Legendary Resistance(3/day): If Annabelle fails a saving throw, she may choose to succeed instead.

Magic Weapons: Annabelle's weapons are considered magical

Perfect Hunter: Annabelle may choose to hide within dim and dark light perfectly

Actions

Dagger. Melee weapon attack: +10 to hit, reach 5ft, one target. Hit: 36 (4d12+10) slashing damage plus 11 (2d10) Necrotic damage

Arrow Barrage: Annabelle uses Arrow Shot 3 times

Arrow Shot. Ranged weapon attack: +10 to hit, reach 120ft, one target. Hit 41 (3d20+10) piercing damage plus 11 (2d10) Necrotic damage

Screamer: Annabelle attempts to frighten a target, the target must make a CON 27 saving throw. Failing the throw inflicts Frightened, and deals 57 (4d20+15) Necrotic damage. Successful halves damage, and the target is not Frightened

Darkness Dash: Annabelle cloaks into the shadows, dashing forwards 45ft in a line in any direction. During this dash, Annabelle does not provoke opportunity. Anything caught in this dash must make a DEX 25 saving throw, or take 62 (5d20+10) Slashing damage, alongside the target being Poisoned and Blinded for 2 turns. Succeeding the throw halves damage, and the target is not afflicted

Summon Demon: Annabelle may summon up to three demons of her choosing

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Legendary Actions

Annabelle can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Annabelle regains spent legendary actions at the start of her turn.

Demon Shift: Annabelle may move to half her movement speed, without provoking opportunity attacks

Master Archer: Annabelle may make one Arrow Shot, or Bow Whack attack

Detect: Annabelle makes a Perception check, with advantage

Annihilate(Costs 3 Actions): Annbelle chooses a target in an area that she can see, and shoots a Arrow of Annihilation at said target. The target must make a DC DEX 20 save, or take 59 (9d10+10) Piercing and Necrotic damage, and are Marked for Death. Marked for Death is defined as all attack rolls have advantage on a Marked target, and all saving rolls have disadvantage

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Ah, the demoness of combat and archery. She is a terrifying foe to meet, as she, in her time of wandering the Common realms, has mastered the art of the bow, along with her demonic magic.

Her only goal is to find strong beasts to take down, and enjoys the thrill of the hunt. Her tipped arrows aid her in her goal- however, she has her own weaknesses...

Not all beasts can be felled, but yet Annabelle does not understand. Anyone in her path, willing or not, are shot down from the dark, and she has turned even the mightiest of warriors into limp, poisoned corpses.

May whatever god bless you if you meet her fearful gaze. You will need it.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
3/12/2023 2:17:09 PM
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3/13/2023 1:03:13 AM
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6/27/2023 12:16:27 AM
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7/2/2023 5:44:54 PM
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TopaztheAlmighty

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