Large Fiend (Demon), Chaotic Evil
Armor Class 17 natural
Hit Points 152 (18d10 + 54)
Speed 50 ft., burrow 20 ft.
STR
16 (+3)
DEX
19 (+4)
CON
17 (+3)
INT
7 (-2)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws DEX +8, CHA +5
Skills Perception +6, Stealth +8
Damage Vulnerabilities Lightning, Radiant
Damage Resistances Fire, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Frightened
Senses Darkvision 120 feet, Passive Perception 17
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Grappling Pounce. If the Abyssal Assassin moves at least 15 feet in a straight line towards a creature and hits with a successful tendril strike on the same turn, the target must make a DC 15 Strength saving throw or be restrained.

Amorphous Form. The Abyssal Assassin has advantage on stealth checks while remaining motionless.

Aura of Violence. As long as the Abyssal Assassin is not incapacitated, hostile creatures within 10 feet of it gain vulnerability to slashing damage unless they have resistance or immunity to such damage. 

Actions

Multiattack. The Abyssal Assassin may make 2 claw attacks or 4 tendril strikes.

Claw Attack. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 11 (2d6 + 4) slashing damage.

Tendril Strike. Melee Weapon Attack: +8 to hit, range 20 ft., 1 target. Hit: 7 (1d6 + 4) piercing damage.

Bite Attack. Melee Weapon Attack: +7 to hit, range 5 ft., 1 target. Hit: 18 (3d10+3)

Bonus Actions

Grappled Bite. The Abyssal Assassin may make a bite attack as a bonus action on a restrained target.

 

Reactions

Instinctive Guard. If the Abyssal Assassin would take 30 or more damage from a single source the Abyssal Assassin may instead take 0 damage from the source but loses a tendril in the process. While missing a tendril in this way the Abyssal Assassin makes 1 fewer Tendril Strike on a Multiattack for each time this reaction has been used (maximum 4 times). The Abyssal Assassin may use instinctive guard more than 4 times if regeneration magic has been used on it since the time it has lost a tendril. Each tendril naturally grows back after 1d6+1 days.

Legendary Actions

The Abyssal Assassin can take 2 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. The Abyssal Assassin regains spent legendary actions at the start of their turn.

Charge (Costs 1 Action). The Abyssal Assassin moves up to its speed.

Fade Away (Costs 1 Action). While in low light or darkness the Abyssal Assassin may make a hide check at advantage. 

Swipe (Costs 1 Action). The Abyssal Assassin makes a single claw attack against a target within range.

Description

The Abyssal Assassin is a murderous beast that stands at roughly 13 feet tall. It's body is slender and constantly wet with some viscous fluid that gradually changes color and shape to match its surroundings like a cuttlefish. The fluid is very conductive to electricity and seems to dry out in the presence of radiant sources. It has 4 limbs each ending in blade like claws, and 4 tendrils sprouting from it's shoulders ending in a fine sharp point.

Rarely does an Abyssal Assassin come directly from the fiendish planes, most being found wherever demons have fought in large numbers. It is assumed that it generates after a significant number of demons have been slain and that the combined unresolved bloodlust of each demon becomes embodied in the bladed nightmare that is the Abyssal Assassin. This predator stalks for prey with murder as its only intent, taking preferences on the smallest targets in groups. It is intelligent enough to strategize when it is outnumbered, preferring to use hit and run tactics until a group is weakened enough for it to make a larger assault. 

Previous Versions

Name Date Modified Views Adds Version Actions
1/20/2025 6:22:42 AM
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1
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Coming Soon
AggronXLR

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