Medium Fiend (Fiend, Shapechanger), Lawful Evil
Armor Class 15 (natural armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft., Fly 60 ft.
STR
8 (-1)
DEX
17 (+3)
CON
13 (+1)
INT
15 (+2)
WIS
12 (+1)
CHA
20 (+5)
Saving Throws DEX +6, INT +5, CHA +8
Skills Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7
Damage Resistances Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Poisoned
Senses Truesight 60 ft, Passive Perception 15
Languages Abyssal, Common, Infernal, Telepathy 60 ft.
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. 

Shapechanger. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. It can also summon skeletal wings. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Poisoned Blood. The fiend's blood is poisonous black sludge. In melee battle, if she takes slashing or piercing damage- enemies with 10 ft have to make either a DE12 dexterity or constition save or suffer (1d8) poison damage. (no additional damage if saving throw is made).  If failed, poison continues and stacks damage each round until a saving throw is made or the condition is treated by a lesser restoration spell or other similar magic.

Actions

Multi-attack- Two attacks per round.

Claw attack. Melee Weapon Attack: slashing damage (1d6) plus (1d8 poison damage) if target fails a DC12 constitution saving throw. If failed, poison continues and stacks damage each round until a saving throw is made or the condition is treated by a lesser restoration spell or other similar magic.

Longbow attack with poisoned arrow.  The fiend carries a longbow (+2 to hit) and a quiver of 15 poisoned arrows (2d8 piercing damage plus 1d8 poison damage). Range is 150/600 ft. Can use multi-attack to attack two targets per round, or attack a single target twice. Upon a successful hit, the target must make a DC12 constitution saving throw. If failed, poison continues and stacks damage each round until a saving throw is made or the condition is treated by a lesser restoration spell or other similar magic. Fiend can produce additional poisoned arrows by coating them with her blood (taking 1d10 damage to herself in the process) but can have no more than fifteen arrows total in her quiver.

Charm. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The target obeys the fiend's verbal or telepathic commands (no distance limit on telepathic communication while charmed). If the target suffers any harm, 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 expires with time, the target becomes immune to this fiend's Charm for the next 24 hours and has advantage on future saving throws after that period. The fiend can attempt to recharm the target one time per day. If charmed when the reattempt is made, it will give the target disadvantage on that saving throw. If the saving throw is failed, the charm condition is extended by another 24 hours.

The fiend can have only one charmed target at a time. If it charms another, the effect on the previous target ends.

Vampiric Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking (5d10) psychic damage on a failed save, or half as much damage on a successful one. The fiend receives temporary hit points in the same amount that last until the next long rest.

 

Bonus Actions

Fiend can summon or unsummon its skeletal wings as a bonus action.

Reactions

If wings are summoned during a melee battle the fiend's AC is increased by 4. Also, the fiend can use them to Parry one attack that otherwise would have hit per round.

Description

Aeronees was a greater devil who was demoted by Asmodeus for her failure to carry out a task he had given her, and who was subsequently banished from the Nine Hells. As punishment for her transgressions, Asmodeus left her primarily with her old form as an Erinyes to remind her of the glory she lost- but converted her into a version of a succubus whose primary power was in charming and controlling weaker humanoids. Asmodeus intended to shame her, by making the once great warrior of hell into little more than a harlot using temptation to entrap souls. Aeronees, however, focused her remaining power on the poisonous vitriol that coursed through her veins- and learned how to use her own body as a source of violent poison to again make herself a formidable warrior. 

She now travels the world using both brute force and an overpowering evil charisma to ensnare hearts and minds, with the goal of creating a network of thralls who will help push thousands of new souls into the Nine Hells and thus, regain her glory in the eyes of Asmodeus.

Lair and Lair Actions

Fiend will normally have charmed or killed a homeowner, and taken over its residence as a lair. If attacked in the lair, fiend can summon (1d10) imps for up to one hour. Summons can only be done once per long rest.

Monster Tags: Shapechanger

Habitat: Urban

Bob_Godsend

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