Medium Fiend (Demon), Chaotic Evil
Armor Class 15
Hit Points 75 (12d8 + 12)
Speed 30 ft., Fly 30 ft.
STR
1 (-5)
DEX
17 (+3)
CON
12 (+1)
INT
14 (+2)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws DEX +5, CHA +4
Skills Stealth +7
Damage Vulnerabilities Radiant
Damage Resistances Acid, Fire, Necrotic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Lightning, Poison
Senses Darkvision 120 ft., Passive Perception 17
Languages Abyssal, Celestial, Telepathy 120 ft.
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Incorporeal Movement. The demon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Light Sensitivity. While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Shadow Stealth. While in dim light or darkness, the demon can take the Hide action as a bonus action.

Possession: If a target is frightened, as a bonus action the demon can take possession of said target. Unless that creature is under the influence of protection from good and evil.

Lingering Essence: Once killed the target who made the final blow must make a DC 10 Wisdom saving throw. If failed the demon will attach itself not possessing but lingering inside the host. The demon may remain in the host causing nightmares and visions but the actions of the character are their own. The demon may only remain in the individual as long as the character doesn't know of its presence.

Extinguish: as an action the demon lets out a ghastly roar that sends winds to snuff out any fires within the area. the players can attempt a dexterity saving throw of DC 10 to keep your fire alight.

Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) psychic damage or, if the demon had advantage on the attack roll, 17 (4d6 + 3) psychic damage.

Monster Tags: Demon

ArcticYeeHaw

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