Nergalresh (NER-gal-ESH)

Nergalresh, once known simply as the Quasit, has undergone a series of dark metamorphoses, each transformation fueled by the suffering and corruption he brings upon mortals. From its humble beginnings as a Quasit, it evolved into the more formidable Quasital, and now stands as the Quasitalian, a name that resonates with dread among those who know of its existence.   Referred to as the "Firstborn of the New Age," Nergalresh is not just a creature of nightmares, but a harbinger of a dark era yet to unfold. His growth in power is directly proportional to the pain and despair he inflicts. Initially, the sacrifices made by the Abyssal Shadow in Dunwell bolstered his strength. Later, the torture and corruption of the Druid Mosstone added to his might. Most recently, the suffering of the men and children of Dunwell has further amplified his malevolence, making him an ever-growing threat to the Material Plane.   With each transformation, Nergalresh has retained certain distinct features, most notably its unsettling, unblinking eyes that seem to pierce the very soul of those who dare to meet its gaze. These eyes are a window to its malevolent intent and the dark forces that drive its actions. As he continues to draw power from the anguish of mortals, one can only imagine the heights (or depths) of power Nergalresh might achieve.   StatBlock:

Homebrew-ish

Quasitalian CR: 5

Medium demon, chaotic evil
Armor Class: 15
Hit Points: 110
Speed:

STR

16 +3

DEX

17 +3

CON

18 +4

INT

12 +1

WIS

14 +2

CHA

14 +2

Saving Throws: STR +6, CON +7, WIS +5, CHA +5
Skills: Stealth +5
Damage Vulnerabilities: Radiant
Damage Resistances: Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 120 ft., Passive Perception 10
Languages: Infernal, Aetern
Challenge Rating: 5
Proficiency Bonus: 3

At will: Shapechanger. The Quasital can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. 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.

1/day: Dominate Animal You attempt to beguile an animal with a challenge rating under 3 that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.   While the animal is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.   You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.   Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.


Magic Resistance The quasit has advantage on saving throws against spells and other magical effects.

Actions

Claws (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 the quasit'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 the quasit is within line of sight, ending the effect on itself on a success.   Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.   Invisibility. The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.

Reactions

Frieghten (Recharge 2-3 on D6). One creature of the quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw, if failed, the creature's attack or damage is reduced by 1d6

Motivation/Compulsion

To Open the Gates to Hell so his master may send more servants.

Usual Tactics

Hit and Run

The once rabbit-sized Quasit has undergone a grotesque metamorphosis. It now stands at a menacing four feet, its stature more imposing than before. Its skin, previously a muted shade, has deepened to a fiery red, stretched taut over its sinewy frame like worn leather. Most disturbingly, its mouth has morphed into a semblance of a human's, but twisted in a cruel mockery, with thin lips pulling back to reveal sharp, predatory teeth.   Yet, amidst these changes, one feature remains eerily familiar: its eyes. Those unsettling, unblinking orbs that seem to pierce the very soul, confirming without a doubt that this is the same creature you've encountered before. The atmosphere in the room grows even more tense, as both you and the transformed Quasit take a moment, sizing each other up, each party taken aback by the other's unexpected presence.
Entry: Nergalresh Enters
Alignment
Choatic Evil
Children
Eyes
Red
Aligned Organization

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