Spawn of Parzelon

Creature Codex (3pp)

Tamaño
Mediano
Tipo
fiend (devil)
Alineamiento
legal malvado
CA
16 (natural armor)
Puntos de golpe
77 (14d8+14)
Velocidad
walk 30 ft.
Salvaciones
Dex +7, Con +4, Wis +3, Cha +5
Habilidades
Deception +5, Insight +6, Perception +6, Stealth +10
Resistencias
cold; bludgeoning, piercing, slashing from nonmagical weapons
Inmunidades
fire, poison
Inmunidad a estados
poisoned
Sentidos
darkvision 120 ft., truesight 60 ft.
Percepción pasiva
16
Idiomas
Infernal, telepathy 120 ft.
Desafío
5
FUE
15
+2
DES
18
+4
CON
13
+1
INT
12
+1
SAB
10
+0
CAR
15
+2

Rasgos

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

Acciones

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

Conjuros

disguise self, expeditious retreat

Otros datos

description