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.
Multiattack. The dæmon makes two Darksteel Claw attacks and one Darksteel Maw attack. It can replace one Darksteel Claw attack with Spellcasting.
Darksteel Maw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) Piercing damage, plus 14 (4d6) Lightning damage, plus 10 (4d4) Necrotic damage. A creature that takes this Lightning damage cannot take Reactions 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: +8 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 10 (4d4) 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 electrocuting necrosis in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 28 (8d6) Lightning damage plus 28 (8d6) 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 is incapacitated until the end of the dæmon's next turn. A creature whose Hit Point maximum is reduced to zero by this attack dies.
Spellcasting. The dæmon casts one of the following spells, requiring no material components and using Inteligence as the spellcasting ability (spell save DC 20, +12 to hit with spell attacks):
At will: chromatic orb (level 3 version), detect magic, fear, disguise self, indentify
3/day each: dispel magic, lightning bolt (level 5 version), scrying, wall of force
1/day each: chain lightning (level 9 version), teleport, time stop
Teleport. The dæmon teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space that it can see.
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.
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