Medium Construct, Chaotic Evil
AC 18    Initiative +4 (14)
HP 280 (34d8 + 44)
Speed
Mod Save
STR 20 +5 +8
DEX 18 +4 +7
CON 20 +5 +8
Mod Save
INT 11 +0 +0
WIS 12 +1 +1
CHA 12 +1 +1
Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Poison; Charmed, Exhaustion, Poisoned
Senses Passive Perception 15
Languages Abyssal
CR 8 (XP 3,900; PB +3)
Traits

Legendary Resistance (1/Day). If the city hunter fails a saving throw, it can choose to succeed instead.

Innate Spellcasting. The städtjäger's innate spellcasting ability is Wisdom (spell save DC 11). The city hunter can innately cast the following spells, requiring no material components:

  • At will: darkness, dispel magic, fear, heat metal, levitate

Sacrificial being. City Hunters exist to hunt those who oppose the Abyss and drain their blood. With enough blood, they can sacrifice themselves to summon far more powerful demons to their location.

Abyssal Abomination. City Hunters count as three monster types at the same time: Construct, Fiend (Demon), and Undead.

Actions

Multiattack. The städtjäger makes two melee attacks. It can also use Weakening Gaze before or after making these attacks.

Force-Empowered Ripsaw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 4) slashing damage and 8 (1d8 + 4) force damage.

Blood Drain. (Recharge 5-6). Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14 (2d6 + 4) piercing damage and the städtjäger heals for that amount. This blood is stored in the hunter's body. Slashing damage drains a single creature's blood from a hunter.

Weakening Gaze. The städtjäger targets one creature that it can see within 20 feet of it. The target must make a DC 13 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

The städtjäger can take 2 legendary actions per turn.

Blood Drain. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14 (2d6 + 4) piercing damage, and the städtjäger heals for that amount. This blood is stored in the hunter's body. Slashing damage drains a single creature's blood from a hunter.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Constructed by the Cult of Pale Night, the städtjäger is a construct made from four babau corpses and the remains of a steel defender. The cult uses them as a means of summoning the long-forgotten mother of demons to the prime material plane, and can also be used to summon other demon lords. A city hunter has four babau heads stitched atop its torso, facing each other, the fleshy head tendrils pointing outward. The right arm is affixed with a sharp, needle-like blade that can be shot and retracted using a chain mechanism. The left arm features a gruesome ripsaw that can shred enemies. A steel skeleton keeps together the rotting demonic body.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Planar (Abyss)Urban

Solauzmyr

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