Medium Fiend, Chaotic Evil
Armor Class 17 Natural
Hit Points 80 (12d8 + 20)
Speed 30 ft., Fly 30 ft. Hover
STR
8 (-1)
DEX
16 (+3)
CON
14 (+2)
INT
18 (+4)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws INT +7, WIS +3
Skills Arcana +7, Perception +2
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Frightened
Senses Darkvision 120 ft., Passive Perception 12
Languages Abyssal, Deep Speech, Infernal
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Piercing Gaze. When a creature that can see the Cenobite Grunt's eyes starts its turn within 30 feet of the Cenobite, it must succeed on a DC 15 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

Spellcasting. The Cenobite Mage is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The Cenobite Mage has the following wizard spells prepared:

Cantrips (at will): Chill Touch, Minor Illusion, Eldritch Blast

1st level (4 slots): Mage Armor, Magic Missile, Shield

2nd level (3 slots): Darkness, Mirror Image

3rd level (3 slots): Counterspell, Dispel Magic

4th level (3 slots): Blight, Dimension Door

5th level (2 slots): Enervation, Cone of Cold

Actions

Multiattack. The Cenobite Grunt makes three chain attacks.

Chain Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 1d8 + 3 bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the Cenobite Grunt can't use the same chain on another target.

Description

 Before you stands a nightmarish figure, a Cenobite Mage steeped in the chaotic malevolence of Pandemonium. Its form is a symphony of torment, a mixture of dark leather robes and chains that writhe like living serpents around its body. The Cenobite Mage's face is concealed behind an ornate mask adorned with spikes and etched with forbidden runes, hinting at the twisted power it commands.

Its eyes, once human but now windows to the madness of the plane it calls home, gleam with cruel intelligence. Jagged and serrated nails extend from its elongated fingers, crackling with eldritch energy. The Mage's presence is an eerie dance between elegance and depravity, as if the chaotic maelstrom of Pandemonium itself has sculpted its very being.

Cenobite Template:

1. Sadomasochistic Aesthetics: Cenobites should have a distinctive and eerie appearance, reflecting their obsession with pleasure through pain. This may include elaborate leather and metal outfits, body piercings, scarification, and unsettling facial features.

2. Chain Motif: Chains should be a prominent feature of Cenobite design. They may have chains integrated into their bodies, wield chains as weapons, or even have ethereal chains that manifest during combat. Chains are symbolic of their control over torment.

3. Painful Pleasure: Cenobites derive pleasure from inflicting and experiencing pain. They may have abilities that involve tormenting their victims or gaining benefits from suffering, such as temporary hit points, healing, or enhanced combat abilities.

4. Enigmatic Origins: The origins of Cenobites should be shrouded in mystery. They may be transformed mortals who willingly embraced their sadistic nature, or they could be otherworldly beings drawn from the chaotic energies of Pandemonium.

5. Lament Configuration: The Cenobites' connection to the Lament Configuration, the puzzle box that summons them, should be a recurring theme. Whether as a means of summoning them, a source of their power, or a symbol of their order, the puzzle box should be integral to their lore.

6. Chaotic Evil Alignment: All Cenobites should adhere to a chaotic evil alignment, reflecting their cruel and unpredictable nature.

7. Masters of Torment: Cenobites excel in inflicting and enduring pain. They often have abilities that involve psychological torment, fear, paralysis, or other debilitating effects on their victims.

8. Pandemonium's Influence: Cenobites should show signs of adaptation to the chaotic plane of Pandemonium, such as unpredictable behavior, resistance to madness-inducing effects, or the ability to manipulate Pandemonium's chaotic energies.

Lair and Lair Actions

When encountered on Pandemonium.

Summon Reinforcements. Once per day, as a bonus action, the Cenobite Wizard can summon 1d4 other Cenobite Grunts to its side. These summoned grunts appear within 30 feet of the Cenobite Wizard.

Monster Tags: fiend

Ipsissimus

Comments

Posts Quoted:
Reply
Clear All Quotes