Medium Undead (Devil), Neutral Evil
Armor Class 15 (natural armor)
Hit Points 81 (9d8 + 36)
Speed 30 ft., Fly 40 ft.
STR
14 (+2)
DEX
17 (+3)
CON
18 (+4)
INT
13 (+1)
WIS
16 (+3)
CHA
13 (+1)
Saving Throws DEX +6, WIS +6, CHA +4
Skills Perception +6, Stealth +6
Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Acid, Fire, Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 120 ft., Passive Perception 16
Languages Draconic, Infernal, Telepathy 120 ft.
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Devil’s Sight. Magical darkness doesn’t impede the dæmon's darkvision.

Dæmonic Fortitude. If damage reduces the dæmon to 0 Hit Points, it makes a Charisma saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the dæmon drops to 1 Hit Point instead. The dæmon has advantage on this saving throw if the damage originated from a good-aligned creature.

Magic Resistance. The dæmon has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The dæmon makes two Darksteel Claw attacks and one Darksteel Maw attack.

Darksteel Maw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 3) Piercing damage, plus 9 (2d8) Acid damage, plus 2 (1d4) Necrotic damage. A creature that takes this Acid damage has its Armor Class reduced by 2 until the beginning of the dæmon's next turn. A creature that takes this Necrotic damage cannot regain hit points until the start of the dæmon's next turn.

Darksteel Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 2 (1d4) Necrotic damage. A creature that takes this Necrotic damage cannot regain hit points until the start of the dæmon's next turn.

Dæmonic Breath (Recharge 6). The dæmon exhales vaporizing necrosis in a 60-foot long 5-foot wide line. Each creature in that area must make a DC 15 Constitution saving throw, taking 10 (3d6) Acid damage plus 10 (3d6) Necrotic damage on a failed save, or half as much damage on a successful one.

A creature that fails this saving throw by 5 or more has its Hit Point maximum reduced by the damage taken and its Armor Class is reduced by 5 until the end of the dæmon's next turn. A creature whose Hit Point maximum is reduced to zero by this attack dies.

Bonus Actions

Creeping Darkness (Recharge 6). The dæmon casts Darkness at a point within 120 feet of it, requiring no spell components or concentration. Wisdom is its spellcasting ability for this spell. While the spell persists, the dæmon can move the area of darkness up to 60 feet as a bonus action.

Shadow Stealth. While in dim light or darkness, the dæmon can take the Hide action.

Description

Dӕmons are Fiends rejuvenated as undead. Although Fiends can live much longer than most mortal creatures, few can truly live forever. Overlord of Grixis realized this and sought to preserve the Shadow Queen’s gift through undeath. Thus, Dӕmons were created. Dӕmons function more akin to zombies, having the Dӕmonic Fortitude trait. However, it was not long until it became apparent that undeath was not enough to preserve the Abishais. In battle, their claws and teeth broke from centuries of war and terror in Material Planes. To remedy this, Overlord had their claws and teeth replaced with Darksteel implants. As a result, the Dӕmons’ attacks can prevent regeneration like Darksteel weapons. Abishais are not the only Fiends that can undergo the Dӕmon Ritual, but most Dӕmons were once Abishais.

Monster Tags: Devilundead

Habitat: Urban

PyromaniacalEvoker

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