Medium Aberration (Demon), Chaotic Evil
Armor Class 16 Natural
Hit Points 106 (16d10 + 10)
Speed 40 ft., climb 40 ft.
STR
1 (-5)
DEX
14 (+2)
CON
10 (+0)
INT
12 (+1)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws DEX +4, CHA +6
Skills Stealth +10
Damage Vulnerabilities Radiant
Damage Resistances Acid, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Senses Darkvision 120 ft., Passive Perception 11
Languages Abyssal, Telepathy 120 ft. Does not speak
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Incorporeal Movement. The demon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Superior Darkvision. The Shadowfiend can see normally in both regular and magical darkness.

Shadowy Form. The Shadowfiend’s form is semi-tangible and constantly shifting. When it is in dim light or darkness, it has advantage on Dexterity (Stealth) checks and it can take the Hide action as a bonus action.

Soulbound to Darkness. When the Shadowfiend is reduced to 0 hit points, it crumbles into shadow and will reform in 1d4 rounds if it is in an area of dim light or darkness, reforming with half of its maximum hit points. If destroyed in bright light, this ability does not activate. This ability can only activate once.

Light Hypersensitivity. The Shadowfiend takes 20 radiant damage when it starts its turn in sunlight. While in sunlight or bright light, it has disadvantage on attack rolls and ability checks.

Multiattack. The Shadowfiend makes two attacks with its Shadow Claws.

Manifestation of Dread. Any humanoid that starts its turn within 30 feet of the Shadowfiend must make a DC 16 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Shadowfiend is within line of sight, 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 Shadowfiend's Manifestation of Dread for the next 24 hours.

Actions

Shadow Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: (1d6 + 2) Slashing damage or, if the target is Frightened, an additional (1d6 + 2) psychic damage.

Dreadful Gaze. The Shadowfiend locks eyes with a creature, reaching into their mind and flooding it with visions of terror and despair. Choose a creature within 30ft. That creature must succeed on a Wisdom Saving Throw (DC14) or be Frightened for 1 minute. At the end of each of its turns, the creature can attempt this save again, ending the effect on itself on a success.

Shadow Possession. As an Action, the Shadowfiend can attempt to possess a Creature Marked by it. The target must succeed on a Wisdom Saving Throw (DC14) or become possessed, its shadow being replaced by the Shadowfiend. While possessing a target, the Shadowfiend cannot take any actions or move independently. It shares any damage taken by the possessed creature, and if the target takes Radiant damage, the Shadowfiend must make a Concentration saving throw to maintain control. Failing this save ends the possession. The possession can also be ended early by casting Dispel Evil and Good or Protection from Evil and Good on the target. While possessed, the target can attempt to resist the fiend’s control by making a Strength saving throw (DC 14) at the beginning of each of their turns. On a success, the target is able to act normally.

Devouring Shadow. As an Action, the Shadowfiend can attempt to drain a Possessed target of its life force, the target must make a Constitution Saving Throw (DC14) or take (2d6 + 2) Necrotic damage and heal the Shadowfiend for half of the damage dealt. On a successful save, the target takes half damage and the Shadowfiend does not heal.

Bonus Actions

Mark of the Void. As a Bonus Action, after the Shadowfiend lands an attack against a creature, the Shadowfiend can Mark that creature. The Mark lasts until it is dispelled or until the Shadowfiend is defeated. While a creature is Marked, it has Disadvantage on saving throws against being Frightened.

Shifting Darkness. While there are Abyssal Phantasms in the  Shadowfiend's lair, the Shadowfiend can use a Bonus Action to swap places with any remaining duplicate.

Reactions

Shadow Slip. When a creature misses the Shadowfiend with an attack, the Shadowfiend can use its reaction to teleport up to 15 feet to a spot it can see within dim light or darkness. The Shadowfiend appears surrounded by dark mist, disorienting any creatures within 5 feet of its destination. Any creature in this area receives Disadvantage on their next attack roll against the fiend.

 

Description

The Shadowfiend is a towering, nightmarish creature composed of swirling shadows and jagged darkness. Its body is elongated and spectral, with twisted, clawed hands that seem to waver between solid and smoke-like states. Its head lacks any distinguishable features apart from four twisted horns and a row of narrow, white slits resembling eyes. Wisps of shadow trail off its form, giving the impression that it is fading in and out of existence, with parts of its body dissipating into the surrounding darkness. The creature’s body is adorned with shadowy tendrils that curl and twist around it. The fiend’s entire form exudes an unsettling aura, as if it’s crafted from pure nightmares.

Mark of the Void. The Shadowfiend’s mark appears as a spreading, inky-black void on the creature’s skin, as though the very essence of darkness has taken root. The edges of the mark are irregular and jagged, resembling cracks that radiate outward, like fractures in stone. This void-like blemish seems to drain life from the surrounding area, causing the skin around it to wither, desaturate, and crack, like parched earth under a merciless sun. The mark is cold to the touch, and those afflicted can feel a faint, uncomfortable tugging, as though their life force is slowly being drawn into the Void. The Mark of the Void can only be removed by a spell like Remove Curse. Alternatively, the mark fades automatically if the Shadowfiend is killed.

 

 

Lair and Lair Actions

When fighting inside its lair, a Shadowfiend can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Shadowfiend can take one lair action to cause one of the following effects, the Shadowfiend can’t use the same effect two rounds in a row:

Smothering Gloom. The Shadowfiend releases a pulse of darkness that causes all light sources in the lair to dim or extinguish momentarily. All non-magical light within the lair is extinguished, and magical light sources are reduced to dim light until another lair action is performed.

Abyssal Phantasm. Three illusory duplicates of the Shadowfiend appear in the lair. The Shadowfiend then switches places with one of them. Duplicates cannot attack but can still use Dreadful Gaze. When a duplicate is hit, the duplicate is destroyed. All remaining duplicates are destroyed when a new lair action is taken.

Weight of Despair. The darkness of the lair grows heavy and thick, like a crushing weight upon the chest. A feeling of complete despair gnaws at the mind, draining any will to resist or move. Every creature other than the Shadowfiend have their movement speed reduced by 20ft until another lair action is taken.

Monster Tags: Demon

CuckleNuts

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