Small Fiend (Demon), Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 104 (16d8 + 24)
Speed 30 ft.
STR
8 (-1)
DEX
18 (+4)
CON
14 (+2)
INT
8 (-1)
WIS
12 (+1)
CHA
20 (+5)
Skills Insight +6, Perception +6, Performance +10, Persuasion +10, Stealth +9
Damage Vulnerabilities Psychic
Damage Resistances Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 15
Languages Abyssal, Common, Infernal, Telepathy 60 ft.
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Bottom Bond. Caelum ignores the range restriction on his telepathy when communicating with a creature he has charmed. The two don't even need to be on the same plane of existence.

Demonic Resilience. If Caelum reaches 0 hit points, his body is transported to The Abyss, where his wounds heal over the course of 3d10 days.

Legendary Resistance (3/Day). If Caelum fails a saving throw, he can choose to succeed instead.

Actions

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) slashing damage.

Bottom Charm. One humanoid Caelum can see within 30 feet of him must succeed on a DC 17 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys Caelum's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to Caelum's Charm for the next 24 hours.

Caelum can have only one target charmed at a time. If he charms another, the effect on the previous target ends.

Draining Kiss. Caelum kisses a creature charmed by it or a willing creature. The target must make a DC 17 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's 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.

Etherealness. Caelum magically enters the Ethereal Plane from the Material Plane, or vice versa.

Bonus Actions

Summon Tiny Wizard (3/Day). Caelum attempts a magical summoning.

Caelum has a 30 percent chance of summoning one Tiny Wizard.

A summoned Tiny Wizard appears in an unoccupied space within 60 feet of its summoner, and acts as an ally of its summoner. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Legendary Actions

Caelum can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Caelum regains spent legendary actions at the start of his turn.

Attack. Caelum makes one Claw attack.

Chu! Chu! Chu! (Costs 2 Actions). Caelum's adorable tics flare up, allowing him to use Bottom Charm on a creature that has targeted him this round, ignoring immunity to the associated action.

Lair and Lair Actions

Caelum's lair travels with him, ethereal and mysterious. The infamous Twitch chat. They're invisible to the outside observer, but Caelum can bend reality if he can control them. Thankfully, they bully him more often than not.

Lair Actions

When fighting within his lair, Caelum can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Caelum flips a coin and takes a lair action to cause one of the corresponding effects:

Heads:

  • Chat redeems Keys, and Caelum casts otto's irresistible dance (no components required) on any number of creatures he can see within 60 feet of him. While maintaining concentration on this effect, Caelum can’t take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to Caelum's otto's irresistible dance lair action for the next 24 hours, although such a creature can choose to be affected.
  • Chat redeems Drink, and a bottle of water spring into existence within arms reach of Caelum. Caelum can either drink the water and gain 20 temporary hit points, or throw it at a target within 60 feet of him. Any creature targeted by this action must make a DC 16 Dexterity saving throw. On a failure, the creature is knocked prone.
  • Chat showers Caelum with the love and affection he deserves, effectively targeting him with heal cast at 6th level. Caelum can’t use this lair action again until he has used a different one.

Tails:

  • Chat redeems Sheeplum TTS and speaks to all creatures within 60 feet of Caelum. All creatures within range are subject to antagonize cast at 3rd level, including Caelum.
  • Chat redeems Silence Bottom, casting silence centered on Caelum. The area of the spell follows him throughout it's duration, and lasts until the end of Caelum's next turn. Caelum can’t use this lair action again until he has used a different one.
  • Chat finds something to bully Caelum about. Whether it's his Krunker Strike stats or his Abyssal Pizza, they dig into him. Caelum's speed is halved and his attacks are at disadvantage until the start of his next turn. Caelum can’t use this lair action again until he has used a different one.

Regional Effects

The region containing Caelum's lair is warped by his presence, which creates one or more of the following effects:

  • All creatures within 1 mile have disadvantage on Charisma checks and saving throws as Caelum's influence permeates the air.
  • A small army of Tiny Wizards patrol the region within 1 mile. Their fealty is sworn to Caelum, and they attempt to bar any and all hostile forces approaching his territory.
  • As an action, Caelum can create an illusory image of himself within 1 mile of the lair. The copy can appear at any location Caelum has seen before or in any location a creature charmed by Caelum can currently see. Once created, the image lasts for as long as Caelum maintains concentration, as if concentrating on a spell. Although the image is intangible, it looks, sounds, and can move like Caelum. Caelum can sense, speak, and use telepathy from the image’s position as if present at that position. If the image takes any damage, it disappears.

If Caelum reaches 0 hit points, the first two effects fade over the course of 3d10 days.

Habitat: Urban

Skelethor404

Comments

Posts Quoted:
Reply
Clear All Quotes