Stradling the line between demon and elemental, the twister fiend's lower half is a serpentine curl of grit and wind. This odd physiology is solid enough to feel like flesh but intangible enough to be spun to breakneck speed. Its top half is distended and skeletal, resembling a serpent with spindly, three-fingered claws. Behind its head spreads an 'aura' of glass scars upon which one can glimpse the screaming reflections of its most recent victims.
Formed directly from the Demon Winds, the twister fiend can only physically exist where the winds spread and are always a manifestation of that plane. When banished back to Hell, it disperses and becomes one with the wind once more. No twister fiend wants this and thus will go to great lengths to survive in a material plane as long as possible, even if it means binding itself to a humanoid master.
Twister Fiend
Large fiend, neutral evil
Armor Class
18 (natural armor)
Hit Points
168 (16d10 + 80)
Speed
20ft
Fly
120ft
Str 21 Dex 19 Con 21 Int 13 Wis 22 Cha 15
Saving Throws Str +10, Con +10
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities fire, poison
Condition Immunities frightened, poisoned
Sensesdarkvision 120 ft, passive Perception 15
Languages
Common, Infernal, telepathy 120 ft.
Challenge
12 (8,400 XP)
Biting Wind.
If a creature begins its turn within 10ft of the Twister Fiend, they must succeed on a DC 17 Dexterity save or takes 5(1d10) slashing damage.
Innate Spellcasting (1/Day).
The feind can innately cast Wind Wall (spell save DC 15), requiring no material components. Its innate spellcasting ability is Charisma.
Magic Resistance.
The noose fiend has advantage on saving throws against spells and other magical effects.
Actions
Multiattack.
The fiend makes 3 attacks.
Bite.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) 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.
Claw.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
Sling Debris.
Ranged Weapon Attack: +9 to hit, range 60/180 ft., one target. Hit: 14 (2d8 + 5) 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.
Blow Out (Recharge 6).
The twister fiend unleashes a violent, swirling gale in a 60ft radius. All targets in the area of effect must succeed on a DC 18 Strength save or take 11 (2d10) bludgeoning damage and be knocked prone. The twister fiend cannot fly until the end of its next turn.
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