Armor Class
18
Natural Armor
Hit Points
150
(20d8 + 60)
Speed
30 ft.
STR
16
(+3)
DEX
18
(+4)
CON
20
(+5)
INT
20
(+5)
WIS
18
(+4)
CHA
12
(+1)
Saving Throws
INT +8, WIS +7
Damage Resistances
Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities
Fire, Poison
Condition Immunities
Charmed, Frightened, Poisoned
Senses
Darkvision 60 ft., Passive Perception 14
Languages
Abyssal, Common, Infernal
Challenge
8 (3,900 XP)
Proficiency Bonus
+3
Actions
Scalpel: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d6+6) slashing damage.
Paralyzing Touch (Recharge 5–6): The doctor touches one creature within 5 feet. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Dark Surgery (1/Day): The doctor performs a dark ritual on a willing or unconscious creature within 5 feet, transforming them into a twisted abomination. The creature gains the following benefits for 24 hours:
- Advantage on attack rolls.
- Immunity to poison and the poisoned condition.
- Resistance to bludgeoning, piercing, and slashing damage from all sources.
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