Large Fiend (Demon, Shapechanger), Chaotic Evil
Armor Class 26 (natural armor plus magic)
Hit Points 138 (12d8 + 84)
Speed 40 ft., Fly 50 ft.
STR
30 (+10)
DEX
18 (+4)
CON
24 (+7)
INT
14 (+2)
WIS
12 (+1)
CHA
22 (+6)
Saving Throws STR +15, DEX +14, CON +17, WIS +6, CHA +11
Skills Arcana +17, Deception +17, Stealth +10
Damage Resistances Acid, Cold; All damage but Force, Radiant, and Psychic
Damage Immunities Lightning, Poison
Condition Immunities Poisoned
Senses Blindsight 60', Darkvision 60', Passive Perception 19
Languages Abyssal, Common, Elvish, Infernal
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

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

Change Shape.  A cataboligne can assume any humanoid form of Medium or smaller size as a standard action. This ability functions as a polymorph spell cast on itself as a 12th-level caster, except it does not regain hit points for changing form. A cataboligne remains in one form until it chooses to assume a new one. The cataboligne reverts to its natural form when killed. A true seeing spell reveals its natural form.

Flight.  Although a cataboligne lacks wings, it can still fly by means of magic. This effect cannot be dispelled.

Regeneration.  The Cataboligne heals 5 hp per round.  Fire deals normal damage to a cataboligne. A cataboligne does not regenerate on a round it takes fire damage.  If a cataboligne loses a limb or body part, the lost portion regrows in 10 minutes. The creature can reattach the severed member instantly by holding it to the stump.

 

Actions

Multiattack. The cataboligne makes two claw attacks and one bite attack

Claws. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 15 (1d8+10) slashing damage.

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 13(2d6+5) slashing damage.

Eye Ray. A cataboligne’s eyes can project a beam of gray light once per round as a standard action, targeting any single creature within 60 feet. For each ray that hits, the target must succeed on a DC 22 Constiution save or be paralyzed for up to 1d6  rounds  The save DC is Charisma-based

Spellcasting.  The cataboligne can cast the following spells 3 times a day:

magic missile 

fear

The catabolgine can case the following spells at will:

darkness 

hallucinatory terrain

dispel magic

mage armor

Captivating Voice. A cataboligne’s voice sounds like that of a human woman. When it speaks, one designated humanoid, fey, or giant within 30 feet must succeed on a DC 22 Wisdom save or become captivated and functions as if affected by the spell charm monster, although it remains charmed only until the demon’s next action. If the cataboligne continues to speak to that victim, the effect persists (no save), but if the demon stops speaking or speaks to a different target, the victim recovers immediately from the effect. Captivating voice is a sonic, mindaffecting, language-dependent charm effect. A creature that successfully saves cannot be affected again by the same cataboligne’s speech for 24 hours. The cataboligne can use its captivating voice as a free action, but can target only one creature per round. The save DC for this ability is Charisma-based. A captivated victim walks toward the cataboligne, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or
attack but takes no defensive penalties.) A victim within 5 feet of the cataboligne stands there and offers no resistance to the monster’s attacks. A bard’s countersong ability allows the captivated creature to attempt a new Wisdom save.

Description

The hunched figure grins, displaying a mouth full of sharp teeth between downward-sweeping jowls. Two horns twist back from its demonic face, and its round, oversized, leering eyes have strange, elongated pupils. The monster’s form is humanoid, but its scaly skin glows with a faint blue radiance, indicating a hint of the mage armor it keeps constantly present. A pointed tail completes the demonic image. The creature’s voice, however, is feminine, sultry, and alluring.

These enemies of the tanar’ri are crafty outsiders native to the Abyss. Their numbers are declining, and many of those that still exist survive simply because they have spent many ages bound as guardians for mortal treasures in realms not easily reachable by their enemies. Mortals are thus likely to encounter these demons in old crypts and treasure chambers, where the catabolignes’ deception and captivation abilities make them suitable guardians for delicate treasures. Other catabolignes ally with evil mages and clerics in hopes of tempting souls with their powers of illusion and persuasion.

A cataboligne prefers to prepare its battlefields in advance. It constantly protects itself with mage armor that gives off a faint blue glow, and it uses its spell-like abilities to shroud
foes in darkness, negate enemies’ magic, and neutralize the most powerful enemy before engaging in melee. Against a lone foe, the cataboligne prefers to rely solely on its captivating
voice, holding a victim transfi xed while slowly tearing it into tiny pieces.

Monster Tags: Demon

SeventhSon

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