Skip to main content

Parched Fiend




Leathery, sun-baked skin clings to the fiend’s pittled bones, tearing like dry parchment with a puff of sand as the creature moves. Inexplicably, old wounds heal as new ones open, creating a sanity-grating sound from the horror. The parched fiend’s body is humanoid, its legs ending in split-hooves. Its chapped lips are torn in a perpetual sneer, and sunken sockets are empty save a red pinpoint. The infernal carries a whip just as desiccated with itself that is covered in jagged salt crystals. Whenever in flight, the fiend manifests wings comprised of salt and sand.


Shepherds of the Damned. Mortals who succumb to the Demon Winds do not pass on to their just reward, but instead remain caught in its sinister flow. These spirits are stretched thin and crave the warmth they had in life. Most tatter away into nothing more than mournful sighs and pained screams. Some become undead horrors, and it is these specters that the parched fiend takes command over. It harvests their agony for other fiends to feast on when the mortal herd is thin and drives the specters forward when fresh prey needs to be broken.

Parched Fiend

Medium fiend, neutral evil

Armor Class 18 (natural armor)

Hit Points 75 (10d8 + 30)

Speed 30ft

Flight 50ft

Str 14 Dex 19 Con 16 Int 11 Wis 16 Cha 11

Saving Throws Str +5, Con +6

Skills Stealth +7, Survival +6

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered Damage Immunities fire, poison

Condition Immunities poison

Senses darkvision 120 ft., passive Perception 13

Languages Infernal, Common

Challenge 8 (3,900 XP)

Flyby.

The parched fiend doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Hungering Horror.

If the parched fiend attacks a creature with 1 or more levels of Exhaustion, it gains advantage on that attack.

Innate Spellcasting (at will).

The fiend can innately cast Create/Destroy Water, requiring no material components, but only to destroy water. Its innate spellcasting ability is Wisdom.

Magic Resistance.

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

Actions

Multiattack.

The fiend makes two attacks.

Salted Whip.

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. In addition, a creature must succeed on a DC 14 Constitution save or be wracked with stinging pain and subtract 1d4 from all attack rolls and skill check for the next minute. If a creature receives any magical healing, this effect ends immediatly.

Call Victims (Recharge 6).

The fiend summons 1d6 specters to aid it in combat. These specters appear anywhere within 60ft of the parched fiend. They are loyal to the fiend and remain until they reach 0 hit points or are the parched fiend is killed. In addition, these specters lose Sunlight Sensitivity but gain vulnerability to radiant damage. The parched fiend cannot have more than 6 such specters summoned at one time.

Sandstorm (Recharge 5-6).

The grit fiend creates a 20-foot-radius sphere of swirling sand centered on a point within 120ft. The sphere spreads around corners, and its area is heavily obscured. It lasts for one minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Any creature other than a grit friend that starts its turn within the sphere takes 9 (2d8) piercing damage.

Fiendish Whispers.

The fiend can whisper a message and it is magically delivered to a creature it can see within 120ft. If the fiend knows the creature's name, the range increases to 1 mile. If the fiend has damaged the creature since the last sunrise, the range increases to the entire plane.

Comments

Popular posts from this blog

Cuirassier Mimic

Hand-crafted by an aberrant soul, the first mimic of this breed was given to the creature's loyal bodyguard to provide both protection... and a second bodyguard as it were. The monstrosity performed exceptionally well, especially when heroes slew the fellow wearing it and the mimic kept the bottom fighting. Thus the cuirassier mimic was passed to the next right-hand-mook, and so on as its bearers passed. This lead to a legend of an immortal servant when in truth, it was just the armor all along. Eventually, its creator was killed, the mimic 'looted', and its spore spread across the realm. Cuirassier Mimic Mimic Medium Monstrosity (shapechanger), neutral Armor Class 18 (natural armor) Hit Points 75 (10d8 + 30) Speed 15 ft Str 19 Dex 10 Con 16 Int 5 Wis 13 Cha 8 Skills Stealth +4 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Percepti

Entry Mimic

This particular strain of mimics was carefully cultivated into being by a drow matron sick of uninvited guests - both of the adventurer and political rival variety. Resistant to pesky bypassing magic and capable of alerting a building's occupants (and other mimics) of interlopers, entry mimics became all the rage... well, until they started eating honored guests and the occasional house pet. The matron quickly lost favor and stepped through one door never to return... as it were. Entry Mimic Medium monstrosity (shapechanger), neutral Armor Class 14 (natural armor) Hit Points 58 (9d8 + 18) Speed 15 ft Str 20 Dex 13 Con 15 Int 5 Wis 14 Cha 8 Saving Throws Str+7 Skills Stealth +5 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Perception 12 Languages understands All but cannot speak Challenge 3 (700 XP) Shape

Soot Foot

Prior to Death claiming the Kingdom, the zombie dubbed Soot Foot was just another of the faceless masses. While he was a chimney sweep of notable skill, no one noted the ash-smeared lad. Surely, he could have made some money it a sideshow with his double-jointed talents but he preferred the quiet life. He perished in the middle of a job, his already pliant joints tearing into compound fractures as he scrambled to find the flesh of the living. The toxins soaked into his rotting skin give him a unique virality that leaves fiery undead in his weak and he never leaves the cinder of his chimney lairs far behind. -Records of the Charnel House Soot Foot Medium undead (zombie), chaotic evil Armor Class 8 Hit Points 45 (6d8 + 18) Speed 20ft Climb 20ft Str 16 Dex 6 Con 16 Int 3 Wis 8 Cha 5 Skills Stealth +2 Damage Resistances fire Condition Immunities exhaustion, poisoned