Large Fiend, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 101 (10d10 + 40)
Speed 40 ft.
STR
18 (+4)
DEX
12 (+1)
CON
19 (+4)
INT
5 (-3)
WIS
10 (+0)
CHA
7 (-2)
Saving Throws STR +7, CON +7
Skills Athletics +7, Intimidation +7
Damage Immunities Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 60ft., Passive Perception 10
Languages Abyssal
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Sin Scent. The wrathspawn has advantage on Wisdom (Perception) checks made to detect creatures that reflect its sin. The Dm determines which creatures are appropriately sinful.

Reckless. At the start of its turn, the wrathspawn can choose to gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Boiling Blood. A creature that touches the wrathspawn or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.

Tough Hide. The wrathspawn adds its Constitution modifier to its armor class.

Actions

Multiattack. The wrathspawn makes two Fist attacks.

Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 7 (1d10 + 4) bludgeoning damage plus 7 (2d6) fire damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 7 (1d10 +4) piercing damage plus 7 (2d6) fire damage.

Flame Breath. The wrathspawn exhales daemonic fire in a 30-foot cone. Each creature within the cone must make a DC 15 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Aggressive. The wrathspawn moves up to its speed towards a hostile creature it can see.

Description

Wrathspawn are the most common of the sin-spawned fiends, serving as foot soldiers in the daemonic legions.

LENNNAhy

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