Fiendish Exile


 

Fiendish Exile, CR 5

Medium fiend, neutral evil
Armor Class 17
Hit Points 112 ( 15d8+45 )
Spell Points
Speed 30ft

STR

18
+4

DEX

16
+2

CON

17
+3

INT

17
+3

WIS

15
+2

CHA

17
+3

Proficiency Bonus 3
Skills Arcana 1d20+6 , Deception 1d20+6 , Insight 1d20+5 , Perception 1d20+5 , Stealth 1d20+5
Damage Resistances cold, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Condition Immunities charmed
Senses Darkvision 120 ft., Passive Perception 13
Languages Common, Telepathy 120 ft.

Spellcasting

Innate Spellcasting. The exile's innate spellcasting ability is Charisma (Spell Save DC 14), ( 1d20+6 ) to hit with Spell Attacks). It can innately cast the following spells, requiring no Components :   At will: Inflict Wounds, Dancing Lights, Detect Evil and Good, Detect Magic, Nondetection, Protection from Evil and Good, Vicious Mockery 3/day each: Bestow Curse, Detect Thoughts, Dimension Door, Pass Without Trace, Scry, Suggestion 1/day each: Contagion, Dispel Evil and Good, Modify Memory

Special Abilites

Magic Resistance. The exile has Advantage on saving throws against spells and other magical effects.

Actions

Claws (True Form Only). Melee Attack: 1d20+7 to hit, reach 5 ft., one target. Hit: 13 ( 2d8+4 ) Slashing Damage.   Change Shape. The exile magically polymorphs into a Small or Medium Humanoid, or back into its true form. Its statistics are the same in each form. Any equipment its is wearing or carrying isn't transformed. It reverts to its true form if it dies.   Shadow Form. The exile magically enters the Shadow Plane from the Material Plane, or vice versa.   Nightmare Haunting (1/Day). While on the Shadow Plane, the exile magically touches a sleeping Humanoid on the Material Plane. A Protection from Evil and Good spell cast on the target prevents this contact, as does a Magic Circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 ( 1d10 ). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, the exile can trap its soul in a proper receptacle. The reduction to the target's hit point maximum lasts until removed by the Greater Restoration spell or similar magic.   Cast a Spell. The exile casts a spell from its list of innate spells available.

Legendary Actions

The exile can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The exile regains spent epic actions at the start of its turn.   Claws. The exile makes one attack with its claws.   Shadow Form (Costs 2 Actions). The exile uses its shadow form ability.   Cast a Spell (Costs 3 Actions). The exile casts a spell from its list of innate spells available.



 
 

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