Skip to main content

Cactus Fiend




Bloated by stolen fluids, the gaunt fiend looks like its sickly-green skin might rip at any moment. The multitude of boney spines sticking out of the seams betwixt its muscles doesn’t help either. Yet, somehow the abyssal creature keeps itself together. The rags it wears, however, do not last long. Yet, the fiend always finds fresh cloth from its victims to skewer. Its face, such as it is, is flat with a sunken, rotten hole where eyes and a mouth should be; viscous mucous dribbles from all three. The fiend can also bloom membranous sails from its back, catching the Demon Winds and flying as swift and directed as a winged beast.

Cactus Fiend

Large fiend, neutral evil

Armor Class 16

Hit Points 189 (18d10 + 90)

Speed 20ft

Flight 60ft

Str 17 Dex 22 Con 20 Int 12 Wis 17 Cha 15

Saving Throws Str +7, Con +9

Skills Nature +5, Survival +7

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

Condition Immunities exhaustion, poisoned

Senses darkvision 120 ft., passive Perception 13

Languages Common, Infernal

Challenge 11 (7,200 XP)

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.

Magic Resistance.

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

Prickly Hide.

Any time a creature strikes the fiend with an unarmed attack or grapples the fiend, the creature takes 14 (4d6) piercing damage.

Sinister Succulant.

Whenever a creature gains a level of Exhaustion within 30ft of the fiend, the fiend heals a number of hit points equal to that creature's Hit Dice.

Actions

Multiattack.

The fiend makes two attacks..

Slam.

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) piercing damage.

Needle Spray.

Ranged Weapon Attack: +10 to hit, range 150 ft., one target. Hit: 14 (4d6) piercing damage. If the target is a creature, it must succeed on a DC 17 Dexterity saved or lose 1d6 hit points for each 5 feet it moves until the end of its next turn.

Comments

Popular posts from this blog

Coffer Mimic

Most adventurers have either encountered or heard a story of an encounter with a mimic disguised as a chest. This is so common that everyone assumes a chest might just be a mimic. Hopefully, they never run across this monstrosity. Bred and trained by The Moneylender to protect his ill-gotten fortune, these mimics take the form of high-quality chests and possess greedy souls. They horde treasure and protect it fiercely. The more booty the mimic holds, the tougher it becomes - even more so when it robs the dead. If they get too aggressive, the Moneylender sells them off to other villains to populate their castles and dungeons. Coffer Mimic Medium monstrosity (shapechanger), neutral Armor Class 12(natural armor) Hit Points 52 (7d8 + 21) Speed 15 ft Str 17 Dex 12 Con 16 Int 5 Wis 11 Cha 14 Skills Deception +4, Stealth +5 Damage Resistances poison Damage Immunities acid Condition Immunities p...

Knave of Knights

Bound to the Cavalcade of the King of Fools , this fallen angels wears a mockup of platemail armor crafted from bright pressed velvet and knitted wool but his weapons are nevertheless quite real. Said weapons are a whip crafted from liars's tongues and a lance of hell iron he wields as if it was made from driftwood. The stub of burnt wings jut from his back with multi-colored streamers dangling from the charred bones. The Knave of Knights fell in with the Cavalcade when he vowed to defend a rightful king's right to rule, only to find out that the sire he fell in with was a bastard usurper who had successfully taken his brother's place. Cursed and broken mentally by the deception, he was easily felled by the King of Fools and given a new place at the archdevil's side serving as his jester and favored knight all wrapped into one. Knave of Knights Medium Fiend (devil), lawful evil Armor Class 18 (natural armor) Hit Points ...

Gears

Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time. Gears Medium construct (dwarf), chaotic good Armor Class 12 (natural armor) ...