Candlelight Daemon

Grim Hollow: Lairs of Etharis p. 25 (Third Party)

Size
Medium
Type
fiend
Alignment
neutral evil
AC
17 (natural armor)
Hit Points
170 (20d8+80)
Speed
walk 50 ft., fly 50 ft.
Skills
Deception +7, Insight +6, Investigation +5, Perception +6, Stealth +7
Resistances
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Immunities
poison
Condition Immunities
poisoned
Senses
darkvision 120 ft.
Passive Perception
16
Languages
Infernal
Challenge
11
STR
16
+3
DEX
17
+3
CON
18
+4
INT
12
+1
WIS
14
+2
CHA
17
+3

Traits

Proficiency Bonus

+4

Candle Dependence

The daemon remains on the Material Plane only while the candle that summoned it burns.

Innate Spellcasting

The daemon's spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The daemon can innately cast the following spells, requiring no components:

  • At will: detect magic, hunter sense, knock
  • 1/day each: counterspell, darkness, dispel magic, shield, suffocate

Magic Resistance

The daemon has advantage on saving throws against spells and other magical effects.

Nether Step

As its movement for its turn, the candlelight daemon can teleport to an unoccupied space within 30 feet of it, provided the space it's teleporting to and from are both in dim light or darkness. The daemon doesn't need to see the destination.

Shadow Stealth

While in dim light or darkness, the daemon can take the Hide action as a bonus action.

Slayer's Advantage

The candlelight daemon has advantage on attack rolls against any creature that hasn't had a turn in combat.

Slayer's Attack (1/Turn)

The candlelight daemon deals an extra 35 10d6 damage when it hits a target with an attack and has advantage on the attack roll. With the suffocate spell, the daemon deals this damage as extra bludgeoning damage.

recharge

1/TURN

Actions

Multiattack

The daemon makes two claw attacks and one gore attack. It can use hurl fire in place of any of these attacks.

Claw

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage and 4 (1d8) fire damage.

Gore

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage and 4 (1d8) fire damage.

Hurl Fire

Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 13 (3d8) fire damage.

Spells

detect magic, hunter sense, knock, counterspell, darkness, dispel magic, shield, suffocate

Other data

description