Demodand, Kelubar
Minsc and Boo's Journal of Villainy p. 136
- Size
- Medium
- Type
- fiend
- Alignment
- neutral evil
- AC
- 17 (natural armor)
- Hit Points
- 97 (13d8+39)
- Speed
- walk 30 ft., fly 60 ft.
- Saving Throws
- Str +9, Con +7, Cha +8
- Skills
- Athletics +9, Insight +6, Persuasion +8
- Resistances
- cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
- Immunities
- acid, fire, poison
- Condition Immunities
- poisoned
- Senses
- darkvision 120 ft.
- Passive Perception
- 12
- Languages
- Abyssal, Common
- Challenge
- 11
Traits
Devil's Sight
Magical darkness doesn't impede the kelubar's darkvision.
Freedom of Movement
The kelubar is unaffected by difficult terrain, and spells and other magical affects do not reduce its Speed. or cause it to be paralyzed or restrained. If the kelubar spends 5 feet of movement is automatically escapes from nonmagical restraints or a creature that has it grappled. It is also able to move underwater with no movement or attack penalties.
Innate Spellcasting
The kelubar's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
- At will: acid arrow, clairvoyance, detect magic, fear, invisibility (self only), spider climb, tongues
- 3/day each: fog cloud, ray of enfeeblement
- 2/day each: dispel magic
Keen Smell
The kelubar has advantage on Wisdom (Perception) checks that rely on smell.
Magic Resistance
The kelubar has advantage on saving throws against spells and other magical effects.
Magic Weapons
The kelubar's weapon attacks are magical.
Reckless
At the start of its turn, the kelubar can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Sneak Attack (1/Turn)
The kelubar deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the kelubar that isn't incapacitated and the kelubar doesn't have disadvantage on the attack roll.
recharge
1/TURN
Stench
Any creature that is not a demodand and starts its turn within 30 feet of the kelubar must succeed on a DC 16 Constitution saving throw or be poisoned. On a successful saving throw, the creature is immune to the stench of this kelubar for 1 hour.
Actions
Multiattack
The kelubar makes two claw or bite attacks.
Claws
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 7 (2d6) acid damage.
Bite
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) acid damage.
Summon Reinforcements (Recharges after a Short or Long Rest)
If the kelubar rolls 1-2 on a d6 it summons in two farastu, a result of 3-4 summons in one kelubar.
recharge
SHORT
Reactions
Impossible Dodge
When an attacker that the kelubar can see hits it with an Attack, the kelubar can use its Reaction to halve the attack's damage.
Spells
acid arrow, clairvoyance, detect magic, fear, invisibility, spider climb, tongues, fog cloud, ray of enfeeblement, dispel magic