Tiny Fiend (Devil), Chaotic Evil
Armor Class 13
Hit Points 10 (3d4 + 3)
Speed 20 ft., fly 40 ft.
STR
6 (-2)
DEX
17 (+3)
CON
13 (+1)
INT
11 (+0)
WIS
12 (+1)
CHA
14 (+2)
Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 11
Languages Abyssal, Common
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Shapechanger. The Demonid can use its action to polymorph into a beast form that resembles a Scorpion (speed 20 ft.), a Quipper (20 ft., swim 40 ft.), or a Spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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

Actions

Claws (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Invisibility. The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.

Damnation. The demonid attempts to magically curse a humanoid. The demonid must touch the target throughout a short rest, or the attempt fails. At the end of the rest, the target is linked with the demonid. The demonid knows at all times where the target is and can speak with the target telepathically, as long as it remains on the same plane of existence. If the demonid is damaged, the target takes half of it and the demonid takes the other half. If the damage has to be rounded, the target takes the higher number. The curse can be removed only by means of the remove curse or greater restoration spell.

Monster Tags: DevilShapechanger

DnDPaladin

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