Medium Or Small Fiend (Ambusher, Devil, Minion), Typically Chaotic Evil
AC 22 Natural    Initiative +13 (23)
HP 434 (20d12 + 5)
Speed 140 ft., climb 75 ft.
Mod Save
STR 12 +1 +1
DEX 30 +10 +15
CON 20 +5 +5
Mod Save
INT 18 +4 +4
WIS 12 +1 +1
CHA 7 -2 -2
Skills Stealth +22
Vulnerabilities Cold
Resistances Lightning, Thunder, Damage Dealt By Traps, Damage from Spells
Senses Darkvision 30ft, Tremorsense 10ft, Passive Perception 23
Languages Infernal Can’t speak or read Understands Infernal but can't speak it
CR 16 (XP 15,000, or 20,000 in lair; PB +5)
Traits

Likes to collect metal 

Immune to slowdown effects and time stop

Legendary resistance (5/day) can succeed on a saving throw Or can reduce an attack by 1d10 for every dice rolled on the attack 

Spellcasting. The rushed is a 6-level spellcaster. Its spellcasting ability is dexterity (spell save DC 20, +15 to hit with spell attacks). The rushed has following lightning spells prepared:
Cantrips (at will): [shocking grasp],
1st level (4 slots): [thunderwave ],

3st level (4 slots): [Lightning Bolt], [call lightning ]

6st level (2 slots): [chain lightning ], 

Actions

Multiattack use 3 attacks but can not use super slash on same turn twice unless using legendary action 

Claw slash Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target.  Hit: 25 (3d12 + 5) slashing damage

Tail whip. Melee Weapon Attack: +7 to hit, reach 5 ft., 5 target. Hit: 12 (2d12 + 1) bludgeoning damage.

Super slash Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 50 (3d20+ 10) slashing damage.

Spike launch Ranged Weapon Attack: +9 to hit, range 20/100 ft., 2 target. Hit: 8 (1d8 +4) piercing damage.

Bonus Actions

Bonus Attack . can attack using one of its attacks 

Small dash can use half its movement speed to run away or go to the targets 

Ambush . can hide using the hide action 

Shocking charge can make its attacks do 1d12 more lightning damage for 3 of its turns can not use this for 5 turns afterwards 

Reactions

No damage can reduce damage to zero can never do again this fight 

Retaliation . If it got hit by a melee attack in 5ft of it the rushed can use its tail whip attack that does 1d8 extra lightning damage

Legendary Actions

Has 15 legendary actions 

Quick claws (Costs 4 Actions). can attack 3 times using his attacks

Super dash (Costs 1 Actions). can use triple his movement speed 

surprise lightning (Costs 3 Actions).  can use a spell without it costing a spell slot 

Debuff (Costs 2 Actions).  can reduce a players movement speed by half it also gives them the deaf condition and one point of exhaustion 

Blast of lightning (Costs 1 Actions).  can push all creatures in a 10ft area back 15ft and deal 3d4 lightning damage 

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

A four legged dog like creature with sharp claws and spikes all over its body that can fold in making it look like a armored rocket it sparks around its claws and eyes it can run for miles without getting tired leaving behind electrical ground 

Lair and Lair Actions

A cave with electrified blue rocks some rocks floating and falling with thuds the air crackles with energy there is a ton of open space were there is a metal nest like area 

Lair Actions

On initiative count 15 (losing initiative ties), the rushed takes a lair action to cause one of the following effects; the rushed can’t use the same effect two rounds in a row:

  • Summon two hellhounds 
  • A shockwave of lightning causes all metal objects to fall out of players hands and each player takes 2d10 lightning damage 
  • all ally’s of the rushed gain a boost of energy making them deal 1d8 more lighting damage and gaining 25 movement speed for 3 turns
  • floating rocks start falling each player has to make a dexterity  saving throw of 20 or takes 3d12 bludgeoning damage and 2d6 lightning damage 
  • lighting traps fire causing one target to make a dexterity saving throw of 22 or take 7d12 lighting damage 
  • metal flys at the players causing a dexterity saving throw of 15 or they take 2d6 piercing damage and have metal in them making all lightning damage deal double damage 

Regional Effects

The region containing a legendary rushed’s lair is electrified and moves faster , which creates one or more of the following effects:

  • in 7 miles There is static in the air all metal objects deal 1d12 lightning damage to creatures ever minute 
  • In 3 miles All beast and fiend monsters have 30ft movement speed increase 
  • in 2 miles rocks float and fall as electric forces push and pull them causing cliffs to be unstable 
  • In 14 miles crops and water are electrified making it unsafe to eat or drink 
  • In 15 miles erosion and rusting and aging happens twice as fast 

If the rushed dies, these effects fade over the course of 1d8 days. Except for the aging and erosion one that goes away immediately 

Previous Versions

Name Date Modified Views Adds Version Actions
3/13/2025 11:59:31 AM
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3/13/2025 3:25:51 PM
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3/13/2025 3:50:37 PM
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Coming Soon

Monster Tags: MinionDevilfiendambusher

Habitat: ForestGrasslandMountainPlanar (Nine Hells)

Billyyyyyyyyyyyyyy

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