Magic Resistance. The Artaaglith has advantage on saving throws against spells and spell like effects.
Regeneration. The Artaaglith regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the Artaaglith takes radiant damage or damage from holy water, this trait doesn't function at the start of the Artaaglith's next turn.
Spider Climb. The Artaaglith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The Artaaglith has the following flaws: Forbiddance. The Artaaglith can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. The Artaaglith takes 20 acid damage when it ends its turn in running water. Stake to the Heart. The Artaaglith is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. Sunlight Hypersensitivity. The Artaaglith takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Feast of Blood. When the Artaaglith reduces a creature to 0 hit points with a melee attack on its turn, the Artaaglith can take a bonus action to move up to half its speed and make a bite attack.
Multiattack. The Artaaglith makes two attacks, only one of which can be a bite.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the Artaaglith, incapacitated, or restrained. Hit: (1d6 + 3) piercing damage plus (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the Artaaglith regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: (2d4 + 3) slashing damage, and the target must succeed on a DC 12 Constitution saving throw or take (2d6) points of poison damage. Instead of dealing damage, the Artaaglith can grapple the target (escape DC 13).
Description
Ram headed demonic servants of Orcus whose role is to create and control undead armies to be used in the service of their evil master. They appear much like a satyr with pale flesh, hair, and oversized ram's horns.
There are several types of Artaagliths.
Black Hoofs. The most common type, Black hoofs are foot soldiers. Wielding brutal bloodsoaked axes, they make up the bulk of Orcus's standing army.
Plagueborn. Plagueborn are weaker than the rest of their dark brethren but carry with them every disease known to the material plane. They appear rotted and immanciated, the very visage of the plague.
Blood Fang. These artaagliths disobeyed Orcus and were curse with the blood curse, turning them into pale reflections of their former selves. Blood fangs are capable of climbing on ceilings and draining a man of every ounce of blood in his body.
Horn of Orcus. Champions of evil and undeath, these araagliths lead demonic armies across the battlefield. Using spells in conjunction with their deadly festering flails, these creatures are nearly unstoppable.
Death Priest. Harbingers of decay Artaaglith death priests use their necrotic powers to bolster the ranks of Orcus with the bodies of their fallen enemies.
Gorger. As rare as they are powerful, the artaaglith gorger is a goat headed demon of immense size that can swallow creatures whole and gain certain abilities based on the creatures it consumes. These creatures were created long ago by Orcus when he had grown complacent in the height of his power, and gave into his gluttonous urges.
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