Lenchtahg

Grim Hollow: Lairs of Etharis p. 51 (Third Party)

Size
Medium
Type
fiend
Alignment
neutral evil
AC
15 (natural armor)
Hit Points
110 (13d8+52)
Speed
walk 40 ft.
Skills
Perception +3
Resistances
bludgeoning, Piercing or Slashing damage from nonmagical attacks
Immunities
Fire, Poison, Radiant
Condition Immunities
Charmed, Frightened, Poisoned
Senses
darkvision 120 ft.
Passive Perception
13
Languages
Abyssal, Celestial, Infernal
Challenge
5
STR
18
+4
DEX
11
+0
CON
18
+4
INT
10
+0
WIS
11
+0
CHA
13
+1

Traits

Proficiency Bonus

+3

Berserk

Whenever the lenchtahg starts its turn with 54 hit points or fewer, roll a d6. On a 1, the lenchtahg recalls its former life and current agony, and it goes berserk. On each of its turns while berserk, the lenchtahg attacks the nearest creature it can see. It treats all creatures as enemies and makes any opportunity attack it can. Also, it has advantage on attack rolls, but all attack rolls against it have advantage. If no creature is near enough to move to and attack, the lenchtahg moves as far as it can toward the closest creature.

Once the lenchtahg goes berserk, it remains so until destroyed or it has more than 54 hit points. Also, a fiend can calm the lenchtahg. The lenchtahg must be able to understand the fiend, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the lenchtahg ceases being berserk.

Magic Resistance

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

Magic Weapons

The lenchtahg's weapon attacks are magical.

Radiant Absorption

Whenever the lenchtahg is subjected to radiant damage from a source other than a lenchtahg, it takes no damage and instead regains hit points equal to half the radiant damage dealt to it.

Rejuvenation

If the lenchtahg's head survives its demise, the head must be doused in holy water and ritually consecrated in a 1-hour ceremony or be the target of a dispel evil and good spell. If it isn't, then the lenchtahg reappears in 6 days, emerging from a fiery explosion in a 20-foot-radius sphere centered on the head. Creatures in that area must make a DC 15 Dexterity saving throw, taking 28 8d6 damage on a failed saving throw, or half as much damage on a successful one. The head can't rejuvenate in a holy hallow spell's area.

Water Aversion

If drenched in 5 gallons or more of water, or any amount of holy water, the lenchtahg has disadvantage on attack rolls and ability checks until the end of its next turn.

Actions

Multiattack

The lenchtahg makes two claw attacks, makes one claw attack and uses radiant gaze once, or uses radiant gaze twice.

Claw

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage and 9 (2d8) fire damage.

Radiant Gaze

The lenchtahg targets one creature it can see within 60 feet of it with burning radiance. The target gains no benefit from cover and must succeed on a DC 15 Dexterity saving throw or take 13 (3d8) radiant damage.

Other data

description

"The smoky, fiery form hisses and shrieks in a cacophony of anger and confusion. There's something almost holy in the sound."