Magical Resistance. The Fiend has advantage on saving throws against spells and other magical effects.
Reach. The fiends claw and horn attacks have a range of 10 feet (included in the attack).
Aversion of Fire. If the fiend takes fire damage, it has disadvantage on attack rolls until the end of its next turn.
Stable Body. The fiend has advantage on checks and saving throws against it being rendered prone.
Charge. If the fiend moves 20 ft straight forward toward a target and then hits with a horn attack on the same turn, the target takes an extra 6 (1d12) damage. If the target is a creature, it must succeed on a DC 15 strength saving throw or be knocked prone.
Multiattack. The fiend makes three attacks: one with its horns and two with its claws. The fiend may also replace one of its claw attacks with a bite attack. It may forgo its second two attacks for its third eye attack.
Horns. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 5) piercing damage. The target must make a strength saving throw DC 14 or be pushed back up to 10 feet away.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 5) slashing damage.
Third Eye (Recharge 5-6). The fiend opens its third eye unleashing a blast of hypnotic energy. All creatures that the fiend can see of its choosing must succeed on a DC 16 wisdom saving throw or be charmed by the eye. On a failure, a creature sees a burning red orb surrounded by darkness that they cannot tear their gaze from, and they are paralyzed and blinded for one minute while they are charmed in this way. Creatures that have failed their saving throw can retry at the end of each their turns.
On a success, the affect ends. If the fiend itself is blinded for whatever reason, it cannot use this attack.
Description
The Fiend
A spawn of the Beastlord, Malar, a fiend is a savage hunter killer that dwells in dense forests or swamps. This large force of nature is a walking hulk of fur and muscle, sporting the antlers of a giant elk or moose. With paws of sharp rending claws and jaws of armor piercing fangs this abomination is more than capable of killing fully armored soldiers in a few swipes. Its name also transaltes to Bies, although that is a more uncommon name that few tend to call these creatures. Only a handful of fiends have been encountered by humans and elves and each was said to have its own distinct coloration and behavior. This suggests they adapt very well to their environment and are more than beasts, to those who research them.
Nature
Usually a solitary creature and attracted by abundant sources of meat or sometimes even the worship of Malar himself, it prefers to dwell in its territory of the deep swamps or forest, but if provoked or trespassed upon this creature will stalk and savagely eviscerate all who tread in its territory. Trees in the area will be scarred and most smaller predatory creatures will be scared off. Along with the littered remains of its unfortunate victims that it may strew about the forest it inhabits.
Fiends typically prowl their territory at night to hunt deer, elk, and the occasional owlbear. When its territory is encroached upon the fiend will stalk its target until its gains the advantage of surprise. It uses it surprise to use its most distinctive feature, its third eye.
The Eye
The eye inflicts a creature with a severe hypnotic psychosis. Their vision is consumed with suffocating darkness as the third eye becomes a burning orb that floats a short distance in front of them. The creature affected by the burning gaze becomes focused completely entranced. While entranced the fiend uses this opportunity to rip its quarry to bloody ribbons. From stories of the famed, few that have survived a fiend ambush have noted that it has a particular vulnerability to flame, recoiling in pain at the prospect of being burned. It is also said they fear loud noise, so a bomb or any thunderous spell could theoretically do the trick.
Lair and Lair Actions
Fiends prefer to live in caves that are far and out of the way of most civilization. They will go out of their way to hunt creatures in that area, and then bring them back to their cave to eat. If they cannot find a cave they may burrow one or use some large outcropping or live atop mountainous ranges. If these area to end of near humanoids villages, the fiend may attack them, but usually only out of necessity or if any such humanoids wander into its territory. Fiends tend to only have a few miles of territory, unless they are a greater (legendary) fiend, in which case it may extend to double that.
Regional Effects
The region containing a legendary fiend’s lair creates one or more of the following effects:
- Animals can be found ripped to shreds and half eaten, mostly missing entrails and organs instead of things like limbs. As well as thick trails of blood where the fiend may have dragged prey back to its lair.
- Predatory wildlife in the area may be more passive, running away from any travelers in the area, as they fear the fiends presence, and may actually leave the area all together if the fiend has been there long enough.
- Trees in the area may be scarred and scratched, not only from the fiends claws but from it scratching them with its horns, as to mark its territory.
- Trees may also have the faint odor of urine, which the fiend also uses to mark its territory. The scent could potentially be recognizable to a ranger or druid trained in survival or nature on a medium DC check, as an example.
If the fiend dies, these effects cease after 1d4 days.
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