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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.

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