Large Fiend (Goblinoid), Typically Lawful Evil
Armor Class 15 (natural armor)
Hit Points 104 (11d10 + 44)
Speed 40 ft., Fly 60 ft.
STR
14 (+2)
DEX
16 (+3)
CON
18 (+4)
INT
16 (+3)
WIS
16 (+3)
CHA
8 (-1)
Saving Throws INT +6, WIS +6
Skills Arcana +3, Deception +3, History +5, Persuasion +3
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 17
Languages Abyssal, Goblin, Telepathy 120 ft.
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

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

Keen Sight. The Tengu has advantage on Wisdom (Perception) checks that rely on sight.

Spellcasting. The Tengu casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (DC14, +6):

Actions

Multiattack. The Tengu makes two attacks: one with its beak and one with its talons, or two with its fan. If available, it uses its other abilities.

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.

Feather Fan. Melee or Ranged Weapon Attack: +7 to hit, reach 5-30 ft., one target. Hit 14 (2d10+3) magical slashing damage.

Mountain Ash Cloud (Recharge 6). A 15­-foot­-radius cloud of ash extends out from the Tengu. The ash spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 7 (1d10) psychic damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.

Stunning Screech (1/Day). The Tengu emits a horrific screech. Each creature within 30 feet of it that can hear it and that isn't a demon or goblinoid must succeed on a DC 14 Constitution saving throw or be stunned until the end of the Tengu's next turn.

Description

A clever long-nosed goblin, he is a force to be reckoned with. It has an avid thirst to knowledge and secrets, and often prefers speaking or bartering to fighting. It is very proud and ancient, and if disrespected - it will attack without hesitation. As it is wise, its often called in to mediate conflicts between demons, goblins or gnolls. 

Monster Tags: DemonGoblinoid

WishfulWarlock3

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