Medium Beast (Demon), Any Evil Alignment
Armor Class 16 Natural Armor
Hit Points 87 (8d12 + 15)
Speed 45 ft.
STR
14 (+2)
DEX
13 (+1)
CON
17 (+3)
INT
12 (+1)
WIS
10 (+0)
CHA
7 (-2)
Saving Throws STR +4, DEX +3, CON +5
Damage Vulnerabilities Necrotic, Radiant
Damage Immunities Fire
Condition Immunities Blinded
Senses Darkvision The monster gives off its own illumination, it is able to see in any darkness for up to 30 feet away., Passive Perception 13
Languages Abyssal Common, Infernal
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Quick Thinker - When this creature is attacked from behind, from the shadows, or sneak attacked, this creature gets a reaction

Spellcaster - the creature can cast these spells withiot any cost, except an action point. 3/day : Heat Metal, Wall of Fire, and Pain. 1/day with 2 turn preparation: Agony.

Accurate - When this creature rolls a nat17 or higher that is considered a critical hit

Hardy - When targeted with an escalation this creature gains 1AC and the attacker rolls with disadvantage.

 

Actions

Action Name. Multi-attack - This creature can attack with Claw Swipe twice in one turn

Action Melee Attack. Claw Swipe, to hit +8 (+4 if it landed last turn) 4d4 slashing damage, if the target it hit for less than 10 damage the creatures fiery nature burns them for an additional 1d4

Action - Tackle: This creature tackles a creature to the ground, restraining it, the creature must roll a DEX DC 15 OR CON DC 16 to escape or knock the creature off, each turn the creature is pinned under the bear it attacks with disadvantage and takes 1d6+1 burn damage.

Bonus Actions

Breath Attack - Breathe a cone of flame 15 feet wide and 30 feet long, any creature in this cone that fails a CON DC 16 saving throw will be affected by 1d6 fire damage for 1d4+1 turns. 1/long rest

Reactions

Heatwave - This creature releases a wave of heat off of it's body,  dealing 1d4 fire damage to every creature in 20 feet, if the creature is in contact of a non-magical metal the creature must roll a CON DC 16 saving throw or be affected by the heat damage for 2d8 per turn until it succeeds. If a creature is wearing light armor it can attempt a DEX DC 15 save to dodge.

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

A bear-devil that roams the lands terrorizing villages and burning houses to the ground, every adventurer who ever went after this creature either never returned or we found as a charred corpse.

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.

Monster Tags: DevilDemonDemon LordCult of the Eternal Flame

Habitat: DesertGrasslandMountain

yubullyme22891

Comments

Posts Quoted:
Reply
Clear All Quotes