Large Fiend (Demon), Chaotic Evil
Armor Class 18 Natural Armor
Hit Points 232 (16d20 + 64)
Speed 45 ft.
STR
21 (+5)
DEX
21 (+5)
CON
18 (+4)
INT
10 (+0)
WIS
16 (+3)
CHA
17 (+3)
Saving Throws STR +9, DEX +9, CHA +7
Skills Stealth +10
Damage Vulnerabilities Psychic, Radiant
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120ft, Passive Perception 18
Languages Abyssal, Common, Infernal
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Shared Form. Sepiks and Vaniks make separate initiative rolls, take separate actions, and have separate reactions. They share the same space, hp, and ability scores. They count as 1 creature for the purposes of spell casting. They cannot take each other's actions.

 

Bound Form. When Sepiks and Vaniks are slain they return into a short sword (Sepiks) and dagger (Vaniks). Each weapon is a sentient, +3 weapon. Vaniks' dagger does an additional 2d6 poison damage and Sepiks' short sword does an additional 1d12 acid damage.

Both weapons are cursed and while held, Vaniks or Sepiks can force the user to make a DC 22 Wisdom Saving throw with disadvantage if both weapons are held. If Vaniks is picked up first he will wait until Sepiks is picked up to trigger it. Sepiks will trigger it immediately.  

Upon a failure, the wielder is possessed by the respective demon, which will attempt to pick up the other weapon if possible. The arm that wields the weapon will immediately  change appearance to match that of the demon. The demon then gains his previous abilities and health equal to that of the wielder. Incoming damage is split between both the possessed and the demons.

Actions

Variks:

Venom Injection. Melee Weapon Attack: +8 to hit, 1 target. On a successful hit the target is poisoned and must make a DC 17 Constitution saving throw at the end of their next turn. On a success the target overcomes the poison and nothing happens. On a failure, the target is poisoned for 1 hour on the start of their following turn and are unconscious while poisoned this way. [RECHARGE 5-6]

Spine: Variks Makes 2 Melee Attacks: +8 to hit, reach 5 ft., 1 target. Hit:  2d4 piercing + 2d6 poison damage. 

Sepiks: 

Acid Rain. Enemies in a 20 ft cone must make a DC 17 Dexterity saving throw or take 3d10 Acid damage. Additionally, all weapons hit in range lose +1 to hit permanently (half damage and no weapon effect on a success). [RECHARGE 5-6] 

Claw: Sepiks Makes 2 Melee Attacks: +8 to hit, reach 5 ft., 1 target. Hit: 2d6 slashing + 1d12 acid damage. 

Reactions

Vaniks' Tact. Upon being hit by a ranged attack, Vaniks and Sepiks become invisible and teleport up to 90 ft toward the attacker, stopping 5 ft behind them. The invisibility ends upon Vaniks and Sepiks taking damage, attacking, or willingly ending it early.

Sepiks' Rage. Upon being hit by a ranged attack, Sepiks goes into a frenzy and charges up to 60 ft toward the attacker. This movement provokes opportunity attacks. If in range, Sepiks immediately makes a Claw attack. If the attack hits, the target must make a DC 17 Strength saving throw or be knocked 10 ft backwards and knocked prone. 

PeachesTheUnmerciful

Comments

Posts Quoted:
Reply
Clear All Quotes