Medium Fiend (Demon), Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 135 (18d8 + 54)
Speed 30 ft.
STR
14 (+2)
DEX
12 (+1)
CON
16 (+3)
INT
18 (+4)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws DEX +4, INT +7, CHA +5
Skills Arcana +7, Perception +4
Damage Resistances Bludgeoning and Piercing from nonmagical attacks, Acid, Cold, Lightning, Poison, Thunder
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Blindsight 10 ft., Darkvision 120 ft., Passive Perception 16
Languages Abyssal, Common, Deep Speech, Telepathy 60 ft.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Horde Master (2/short rest). A creature reduced to 0 hit points by the Chaos Master’s witchfire rises as a Greater Horror at the start of the Chaos Master’s next turn, appearing in the space of its corpse or the nearest unoccupied space. The Greater Horror is under the Chaos Master’s control.

Innate Spellcasting. The chaos master's innate spellcasting ability is intelligence (spell save DC 15, +7 to hit). The chaos master can innately cast the following spells, requiring no material components:

At will: chromatic orb (3rd-level version), invisibility (self only), mage hand, major image

2/day each: fireball (5th-level version), tongues

1/day each: fear, hypnotic pattern

Magic Resistance. The chaos master has advantage on saving throws against spells and other magical effects.

Regeneration. The chaos master regains 10 hit points at the start of its turn as long as it has at least 1 hitpoint and did not take slashing damage in the previous round.

The Weaver’s Recall (1/Day). As an action, the Chaos Master can return to its home plane. This ability functions like the plane shift spell, except it can only transport the Chaos Master itself and only to its home plane.

Actions

Multiattack. The chaos master makes three attacks: one with its bite and two with its claws.

Bite. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Claws. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Witchfire (Recharge 4-6) Ranged Spell Attack: +7 to hit. Range 30 ft., one target.  On a hit, the target rolls 1d6 + 1 of its Hit Dice and takes force damage equal to the total. The target must succeed on a DC 15 Wisdom saving throw or its 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.

Monster Tags: Demonmonstrosityaberration

Plaugedoctorforhire

Comments

Posts Quoted:
Reply
Clear All Quotes