Spawn of Parzelon
Creature Codex (3pp)
- Size
- Medium
- Type
- fiend (devil)
- Alignment
- lawful evil
- AC
- 16 (natural armor)
- Hit Points
- 77 (14d8+14)
- Speed
- walk 30 ft.
- Saving Throws
- Dex +7, Con +4, Wis +3, Cha +5
- Skills
- Deception +5, Insight +6, Perception +6, Stealth +10
- Resistances
- cold; bludgeoning, piercing, slashing from nonmagical weapons
- Immunities
- fire, poison
- Condition Immunities
- poisoned
- Senses
- darkvision 120 ft., truesight 60 ft.
- Passive Perception
- 16
- Languages
- Infernal, telepathy 120 ft.
- Challenge
- 5
Traits
Devil's Sight
Magical darkness doesn't impede the spawn's darkvision.
Keen Smell
The spawn has advantage on Wisdom (Perception) checks that rely on smell.
Magic Resistance
The spawn has advantage on saving throws against spells and other magical effects.
Pack Tactics
The spawn has advantage on attack rolls against a creature if at least one of the spawn's allies is within 5 feet of the creature and the ally isn't incapacitated.
Pounce
If the spawn moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the spawn can make one bite attack against it as a bonus action.
Innate Spellcasting
The spawn of parzelon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
- At will: disguise self
- 3/day each: expeditious retreat
Actions
Multiattack
The spawn of Parzelon makes one bite attack and two claw attacks.
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claw
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 7 (2d6) necrotic damage.
Tranquil Roar (Recharge 4-6)
The spawn emits a dreadfully alluring purr.
Each creature within 20 feet of it that can hear it and that isn't a devil must succeed on a DC 15 Constitution saving throw or be charmed for 1 minute.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
recharge
D4
Spells
disguise self, expeditious retreat