Large Fiend, Chaotic Evil
Armor Class 16 Natural armour
Hit Points 110 (13d8 + 52)
Speed 25 ft.
STR
18 (+4)
DEX
13 (+1)
CON
18 (+4)
INT
8 (-1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +7, CON +7, WIS +5
Damage Vulnerabilities Radiant
Damage Resistances Cold, Lightning
Damage Immunities Necrotic, Poison
Condition Immunities Poisoned
Senses Passive Perception 12
Languages Abyssal, Common Abyssal, Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Demonic Reactions. If the monster is in a grown state, it can use Demonic Polearm Master and Demonic Rebuke reactions.

Initial Growth. When first entering combat, the monster can use Demonic Growth.

Demonic Growth. At the beginning of its turn, if the monster is not already grown, the monster can begin to grow 1d4 spawn (any tiny - small creature. Default: Quasit), finishing at the beginning of its next turn.

 

 

Actions

Claw Attack. Melee Weapon Attack: +7 to hit, reach 5ft., 1 target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) necrotic damage. 

Spawn Multi-Attack. When taking the attack action and in the grown state, the monster can also attack with up to 3 of its spawn. 

Acid Bile (Recharge 5-6). The monster spews acid from its mouth. Every creature within a 15ft cone must make a 13 DEX, save taking (5d6) acid damage on a failed save and half as much on a successful save.

Acid Cloud (1 per day). The monster expels a cloud of acid that extends 10ft in every direction. Any creature that enters the cloud for the first time on a turn or starts its turn there must make a 13 CON save. On a failed save the creature takes 3d8 acid damage. On a successful save the creature takes half as much damage. This cloud lasts around the monster until the start of its next turn.

Bonus Actions

As a bonus action, the monster can shed all of its spawn at once, placing them at any open space near the monster.

Throw Spawn. When Grown , the monster can throw one if its spawn 40ft, entering it into initiative.

Reactions

The monster has one extra reaction when in the grown state that can only be taken by one of its spawn.

Demonic Polearm Master. Enemies provoke an opportunity attack from one of the monster's spawn when they enter its reach on their turn.

Demonic Rebuke. When an enemy within melee range successfully attacks the monster, one if its spawn can attack that enemy.  

 

Legendary Actions

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

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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

Enter a general description for your monster here.

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.

BrunoTheWiseIsTaken

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