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
STR
15
+2
DEX
18
+4
CON
13
+1
INT
12
+1
WIS
10
+0
CHA
15
+2

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

Other data

description