Incorporeal Movement. The demon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Light Sensitivity. While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Shadow Stealth. While in dim light or darkness, the demon can take the Hide action as a bonus action.
Legendary Resistance (3/Day). If the demon fails a saving throw, it can choose to succeed instead.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 10 (4d6 + 5) psychic damage or, if the demon had disadvantage on the attack roll, 17 (6d6 + 5) psychic damage.
Oil spew. +6 to hit. Spits tarry ichor into opponents face, causing blindness for one turn.
Attack. The demon makes one attack.
Move. The demon moves up to its speed without provoking opportunity attacks.
Soul Drain (Costs 2 Actions): DC 15 con save in 20 meter radius from demon. If failed, player takes 2d6 necrotic damage. Shadow demon heals for the amount of damage done.
Lair and Lair Actions
On initiative count 20
Darkness: Magical darkness spreads from demon in 20 foot radius
Tendrils- wet, purplish tendrils strike at all players. Dc 14 dex save, or they are grappled until the next round of combat. 2d6 bludgeoning damage on failed save
Nursery Rhymes- from out of the shadows, you hear the sing song chanting "can you hear the whisper man? the whisper man is near... if you hear the whisper man then turn away your ear. Do not hear the whisper man whatever else you do. for if you hear the whisper man then he will come for you" DC 14 wisdom save or frightened.
Previous Versions
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1/14/2024 9:34:11 PM
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2
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2
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Coming Soon
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