Medium Fiend (Shapechanger), Neutral Evil
Armor Class 18 (natural armor)
Hit Points 240 (12d12 + 50)
Speed 30 ft., Fly 60 ft.
STR
20 (+5)
DEX
17 (+3)
CON
18 (+4)
INT
18 (+4)
WIS
17 (+3)
CHA
20 (+5)
Saving Throws INT +6, WIS +5, CHA +7
Skills Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7
Damage Resistances Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 20
Languages Abyssal, Common, Infernal, Telepathy 60 ft.
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.

Shapechanger. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Actions

Multi attack. The Fiend may make 3 attacks per Action with His Claw Attack 

Claw (Fiend Form Only). Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 9) slashing damage.

Charm. One humanoid the fiend can see within 30 feet of it must succeed on a DC 20 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.

The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 20 Constitution saving throw against this magic, taking 32 (5d12 + 10) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Etherealness. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa

Summon Thrall The fiend magically summons a Thrall or Soul Contracted under his Charm. Phil and Coleslaw are both summoned already under full Charmed Condition. 

Bonus Actions

Troop Command

Archie may, as a bonus action, command one of his Thralls/Soul Contracted to move up to their full movement without provoking Opportunity Attacks. 

Reactions

Cast Spell

As a Reaction, The Fiend may cast:

Silvery Barbs (Cantrip)

Shield (1st Level)

Counterspell (4th Level)

Ethereal Mastery: As a reaction, The Fiend may phase himself or any of his Thrall/Soul Contracted into the Ethereal Realm

Legendary Actions

The Fiend can take 3 legendary actions a turn, choosing from the options below

Channel Infernal Energy (Costs 3 Actions). The monster burns with brilliant infernal energy, channeling the infernal energy plane. Each creature within 20 feet of the monster regains 35 (5d10) hit points and has advantage against all saving throws that deal radiant damage for 1 minute.

Frightening Curse (Costs 3 Actions). The monster targets a creature within 30 feet of it that it can see and forces them to make a DC 20 Charisma saving throw. On a failed save, the target is cursed. While it is cursed, it has disadvantage on saving throws against being frightened and all allies of the monster have advantage on the first attack each round against the creature. This curse ends early if the monster is killed

Pimp hand (Costs 2 Actions). The monster makes a melee weapon attack against a creature within its reach. On a hit, the attack deals (2d6 +10) bludgeoning damage and the target must succeed on a DC (15) Strength saving throw or be knocked back 10 feet and fall prone

Burning Body. (Costs 1 Action) The monster sets itself on fire. Any creature that touches the monster or hits it with a melee attack while within 5 feet of it takes 25 (4d10) fire damage.

Furious Sw1ipe (Costs 1 Action). The monster gives itself advantage and makes one melee weapon attack

Monster Tags: Shapechanger

Habitat: Urban

WolfeofSacred

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