Medium Humanoid (Demon), Chaotic Evil
AC 17 Natural Armor    Initiative +2 (12)
HP 155 (18d8 + 72)
Speed 40 ft., fly 60 ft.
Mod Save
STR 20 +5 +5
DEX 18 +4 +7
CON 18 +4 +7
Mod Save
INT 14 +2 +2
WIS 13 +1 +4
CHA 16 +3 +3
Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Necrotic, Poison; Charmed, Frightened, Poisoned
Senses Darkvision, Passive Perception 17
Languages Abyssal, Common, Infernal, telepathy 120 ft.
CR 8 (XP 3,900; PB +3)
Traits

Demonic Flood Aura (Recharge 5–6):

Yunora emits a wave of inky water from her wings. Each creature within 15 feet must make a DC 15 Strength saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much on a success. Creatures that fail are knocked prone. The area becomes difficult terrain until the end of Yunora’s next turn.

Magic Resistance:

Yunora has advantage on saving throws against spells and other magical effects.

Inkstep (Bonus Action):

Yunora teleports up to 30 feet to an unoccupied space she can see that is in dim light or darkness.

Command the Flood (1/day):

Yunora opens a rift behind her. Roll 2d4. That many Imps appear in unoccupied spaces within 30 feet. They act on their own initiative and obey Yunora’s commands.
Alternatively, you can summon 1 Hezrou or a custom demon creature of CR 6–7 (like a corrupted drake or elemental horror).

Actions

Multiattack:

Yunora makes two Claw attacks and one Tail Swipe.

Claw (Melee Weapon Attack):

+9 to hit, reach 10 ft., one target.
Hit: 12 (2d6 + 5) slashing damage + 4 (1d8) fire damage.

Tail Swipe (Melee Weapon Attack):

+7 to hit, reach 10 ft., one target.
Hit: 13 (2d8 + 4) bludgeoning damage.
Target must make a DC 15 Strength saving throw or be pushed 10 feet away and knocked prone.

Action Melee Attack. Melee Weapon Attack: +# to hit, reach # ft., # target. Hit: # (#d# + #) [damage type] damage.

Action Ranged Attack. Ranged Weapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.

Legendary Actions

Yunora can take 1 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Yunora regains spent legendary actions at the start of her turn.

  • Wing Slash. Yunora makes one Claw attack.

  • Shroud in Ink. Yunora cloaks herself in shadowy feathers. Until the start of her next turn, ranged attacks against her are made at disadvantage.

  • Corrupted Words. One creature within 30 ft. must succeed on a DC 13 Charisma saving throw or have disadvantage on its next attack or saving throw.

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

Yunora the Risen appears as a muscular demon woman with inky black wings, glowing white eyes, broken horns, red-black claws, and a jagged tail. Her mere presence drowns the battlefield in dread and dampness, as if the air itself resists the light. She commands The Flood, a legion of demonic horrors, and speaks in whispers that ripple through the minds of mortals like poisoned water.

Lair and Lair Actions

If Yunora is fought in her lair (e.g., near the red-glowing well or demonic rift), she can take a lair action on initiative count 20 (losing ties). Choose one:

  • Flooded Ground: Inky water floods a 20 ft. radius. Terrain becomes difficult, and all light is dimmed until the next round.

  • Grasping Shadows: Shadowy tendrils rise from the floor. One random creature must make a DC 14 Strength saving throw or become restrained until the next round.

  • Blackout: Magical light in the area is extinguished. Spells that produce light (like Light or Daylight) are suppressed for 1 round.

Habitat: Planar (Elemental Plane of Air)

Salty1317

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