Medium Fiend, Chaotic Evil
AC 16 Natural    Initiative +4 (14)
HP 55 (8d8 + 16)
Speed 60 ft.
Mod Save
STR 16 +3 +3
DEX 18 +4 +6
CON 14 +2 +4
Mod Save
INT 6 −2 −2
WIS 15 +2 +2
CHA 10 +0 +0
Skills Perception +3, Stealth +4, Survival +3
Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Mundane Attacks
Immunities Frightened, Poisoned
Senses Darkvision 60’; Passive Perception 15
Languages Infernal
CR 3 (XP 700; PB +2)
Traits

Pack Instinct. The thrall has advantage on attack rolls against a creature if at least one ally is within 5ft. of the target and isn’t incapacitated.

Blood-Frenzy. The thrall has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Twisted Loyalty. If the Blighted Stag or a Matriarch within 60 ft. is reduced to 0 hit points, the thrall gains advantage on all attack rolls and saving throws until the end of its next turn.

Corrupted Blood. When the thrall dies, ichor erupts in a 5-ft. radius. Each creature in that area must succeed on a DC 13 Constitution saving throw or take 9 (2d8) necrotic damage.

 

Actions

Multiattack. The thrall makes two attacks: one with its Hooves and one with its Bite.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage, and the target must succeed on a DC 13 Con save or take 7 (2d6) necrotic damage at the start of its next turn.

Necrotic Spit (Recharge 5–6). The thrall hurls a glob of corrupted ichor up to 30 ft. Each creature in a 5-ft. radius of the impact point must make a DC 13 Dex save, taking 14 (4d6) necrotic damage on a failed save, or half as much on a success.

.

Bonus Actions

Explosive : When this monsters leader reaches 0 hp this monster , alive or dead will explode for 1d6 damage in a 15 foot circle. 

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Demon

Habitat: Coastal

Manakari1978

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