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
Post a Comment