Medium Fiend (Demon), Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 184 (5d10 + 120)
Speed 20 ft., Fly 30 ft., Climb 25 ft.
STR
21 (+5)
DEX
18 (+4)
CON
22 (+6)
INT
19 (+4)
WIS
12 (+1)
CHA
15 (+2)
Saving Throws CON +11, INT +9, WIS +6, CHA +7
Skills Intimidation +4, Perception +2
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Exhaustion, Grappled, Poisoned, Prone, Restrained
Senses Blindsight, Truesight 120 ft., Unknown Despicable stench: Have advantage on investigation checks against creatures that have an evil alignment, Passive Perception 18
Languages Abyssal, Telepathy 120 ft.
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Magic Resistance. The Blinded has advantage on saving throws against status effects from all spells excluding those of a holly origin.

Attuned to Dark. The Blinded has advantage on perception checks/saving throughs, and all attack actions at night or in the dark.

Rotten Nature. Any and all damage done will cause "1d4 " Decay damage, "1d4" is added every tern that damage is inflicted (caps at 4d4).

Fueled with Mallis. When soul merged with a Blinded you can imbue your weapons' with the Rotten Nature effect (effects cannot overlap).

Smoky Composition. Unlimited Gaseous Form with no movement speed decrease

Actions

Multiattack. The Blinded uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

Horror Nimbus (Recharge 5–6). The Blinded magically emits foggy, dark smoke. Each creature within 15 feet of the Blinded that can Breath in the smoke must succeed on a DC 15 Constitution saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Blinded's Horror Nimbus until next short or long rest (If this acers at night there will be no immunity effect).

Teleport. The Blinded as long as no light touches it can magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Mythic Actions

Call of the All Sear: The Blinded calls out to the despicable god that created it. This god known as the All Sear concentrates on that single Blinded, increasing its power significantly.

Gain 8-16 temp HP. All mala attacks cause bleeding (1d4 of damage for 4 turns). Looming aura: All creatures within 15ft of the Blinded must make a 14 con saving throw, failure will result in the frightened effect.

Full of shadow: If not connected to a vessel the Blinded will increase in size. (1-10) go up one size. (11-20) go up two sizes.

Description

Without a Vessel. A gaseous creature with a large glowing yellow eye with a straight line of red down the middle of the eye. It is extremely aggressive and will attack anything it sees that does not naturally occur in the area it is in.

With a Vessel. The fiend towers over most humanoid creature. If its vessel was deceased when it bonded the fiend will remain vary aggressive and willing to kill. If bonded to a living thing witch is vary vary rare the vessel will be in full control of their body, but may experience psychopathy behavior.

Previous Versions

Name Date Modified Views Adds Version Actions
7/26/2024 8:17:12 PM
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7/26/2024 8:39:32 PM
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Monster Tags: Demon

Habitat: Underdark

God_of_Green

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