Skip to main content

Noose Fiend




Bearing an eyeless executioner's hood that doesn't quite fit its head, the noose fiend's grim, lipless smile full of fangs is the last thing many a hero sees as the light goes dark. The fiend's flesh is rubbery, white, and stretched thin across a gangly frame. A noose hangs like a bolo about its neck with dozens more crisscrossing its body forming a tight cuirass, bracers, and shinguards of greasy rope. A handful of loose loops always hang ready to catch necks.


There is nothing the noose fiend hates more than sinners, and in its covered eyes, every mortal is a sinner true. It finds a sturdy orchard to corrupt, make its lair, and string up as many sinful victims as it can muster. The worst part is, some of its victims don't stay dead. Instead, they animate as swaying carcasses eager to feed stolen breath to their infernal hangman.

Noose Fiend

Medium fiend, neutral evil

Armor Class 18 (natural armor)

Hit Points 135 (18d8 + 54)

Speed 30ft

Fly 60ft

Str 18 Dex 14 Con 16 Int 13 Wis 20 Cha 14

Saving Throws Con +7, Wis +9

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

Damage Immunities fire, poison

Condition Immunities frightened, poisoned

Sensesblindsight 90 ft. (blind beyond this radius), passive Perception 15

Languages Common, Infernal, telepathy 120 ft.

Challenge 12 (8,400 XP)

Breathless.

The noose fiend does not need to breathe

Breath Taking.

The noose fiends' weapon attacks are magical and deal an extra 13 (3d8) necrotic damage on a hit (included in the attacks).

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.

Gallows.

Whenever the noose fiend moves, all creatures restrained by its lassos that are Large size or smaller move with it.

Magic Resistance.

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

Actions

Multiattack.

The noose fiend makes three attacks, these attacks may include its Tighten action.

Lasso.

Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: (1d8+4) bludgeoning damage plus 13 (3d8) necrotic damage. In addition, the creature is grappled (DC 16 to escape)

Tighten.

The noose fiend targets a creature currently caught in one of its lassos. That creature must succeed on a DC 16 Constitution save or begin Suffocating as if they are out of breath. A creature can only be targeted by this action once per turn.

Sling Rope.

Melee Ranged Attack: +6 to hit, range 30/90 ft., one target. Hit: (1d8+4) bludgeoning damage plus 13 (3d8) necrotic damage. In addition, the creature is grappled (DC 16 to escape). This not considered a lasso for the purposes of Tighten unless the noose fiend uses its bonus action within 5ft of the grappled creature to make it a Lasso instead.

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 ...

Warlock Patron: The Embalmed

You have made a pact with an ancient mummy that while forever entombed beneath sun-scorched sand or impenetrable jungle, can reach out from its sepulcher to influence the living. Perhaps the undead horror was once a powerful sorcerer-king, high priestess of an extinct civilization, or the last remnant of a lost, terrible race. Its agenda and goals match a forgotten age and the mummy's capricious whims. Often the warlock is tasked with recovering artifacts tied to the sarcophagus-trapped horror or its civilization. Some mummies seek to futilely seek to be released from their prison, while others just want to be remembered as a figure of glory and power. Expanded Spell List The Embalmed lets you choose from an expanded list of Spells when you learn a Warlock spell. The following Spells are added to Warlock spells list for you. 1st - Inflict Wounds, Ray of Sickness 2nd - Animal Messenger, Dust Devil 3rd - Bestow Curse, Vampiric Touch 4th - Giant Insect, Phantasmal Killer ...