Large Fiend (Demon), Chaotic Evil
Armor Class 16 (Natural Armor)
Hit Points 151 (17d10 + 58)
Speed 40 ft., climb 20 ft.
STR
23 (+6)
DEX
16 (+3)
CON
21 (+5)
INT
18 (+4)
WIS
19 (+4)
CHA
16 (+3)
Saving Throws STR +10, DEX +7, CON +9, WIS +8
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Truesight 120 ft., Passive Perception 14
Languages Abyssal, Telepathy 120 ft.
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

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

Weakening Energy Cone. The urkalithor's central eye emits an invisible, magical 90-foot cone of weakening energy. At the start of each of its turns, the urkalithor decides which way the cone faces and whether the cone is active. The urkalithor is not affected by its own energy cone.

Any creature in the cone has disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws.

 

Actions

Multiattack. The urkalithor makes 3 attacks: one with its bite and two with its tentacles.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.

Tentacle. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage plus 5 (2d4) lighting damage and target creature must make a DC 16 Constitution saving throw or become stunned until the start of the urkalithor's next turn.

Reactions

Deflect Projectile. The urkalithor uses its tentacles to partially deflect a projectile, reducing its damage by half.

Description

Large green and scaly demons with black patches of fur, long tentacle arms, and an underbite with large tusks and a massive eye in the middle of their face.

Previous Versions

Name Date Modified Views Adds Version Actions
6/9/2020 3:37:41 AM
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6/9/2020 11:50:41 PM
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Monster Tags: Demon

LordMToast

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