Zeond

Phandelver and Below: The Shattered Obelisk p. 43

Size
Tiny
Type
fiend (demon)
Alignment
chaotic evil
AC
13
Hit Points
7 (3d4)
Speed
walk 40 ft.
Skills
Stealth +5
Resistances
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Immunities
poison
Condition Immunities
poisoned
Senses
darkvision 120 ft.
Passive Perception
10
Languages
Abyssal, Common
Challenge
1
STR
5
−3
DEX
17
+3
CON
10
+0
INT
7
−2
WIS
10
+0
CHA
10
+0

Traits

Proficiency Bonus

+2

Shapechanger

Zeond can use its action to polymorph into a beast form that resembles a bat (speed 10 feet fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Magic Resistance

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

Actions

Claw (Bite in Beast Form)

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Scare (1/Day)

One creature of Zeond's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if Zeond is within line of sight, ending the effect on itself on a success.

recharge

1/DAY

Invisibility

Zeond magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentration on a spell). Any equipment Zeond wears or carries is invisible with it.

Other data

description