Troupe Master Grimm
Medium fiend (devil), lawful evil
- Armor Class 17 (natural armor)
- Hit Points 150 (20d8 + 60)
- Speed 40 ft., fly 20 ft. (hover)
STR DEX CON INT WIS CHA 12 (+1) 20 (+5) 16 (+3) 14 (+2) 14 (+2) 20 (+5)
- Saving Throws Dex +9, Int +6, Wis +6, Cha +9
- Skills Acrobatics +9, Insight +6, Perception +6, Performance +9, Persuasion +9
- Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities fire
- Condition Immunities charmed, frightened
- Senses darkvision 60 ft., truesight 60 ft., passive Perception 16
- Languages Common, Infernal
- Challenge 12 (8,400 XP)
Legendary Resistance (3/day). If Grimm fails a saving throw, he can choose to succeed instead.
Freedom of Movement. Grimm ignores difficult terrain, and magical effects can't reduce his speed or cause him to be restrained. He can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Combo Attack. If Grimm moves at least 20 ft. towards a creature and use an uppercut attack on the same turn, he may immediately follow up with a Rain Fire attack.
Actions
Kick. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Uppercut. Melee Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Rain Fire. Grimm rains fire on up to 3 targets in a 10 ft. radius around him. Each target must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) fire damage.
Fire Bats. Ranged Spell Attack: +9 to hit, range 20/60 ft., three targets. Hit: 16 (2d10 + 5) fire damage.
Flamespawner (Recharge 5-6). Grimm spawns dozens of fireballs in a 30-foot radius. Each creature in that area must make a DC 17 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.
Legendary Actions
Grimm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Grimm regains spent legendary actions at the start of his turn.
Dive Dash. Grimm moves up to 20 ft. and makes a kick attack
Teleport. Troupe Master Grimm magically teleports up to 40 feet to an unoccupied space he can see.
Cloak Spikes (Costs 2 Actions). Grimm sends his cloak into the ground, causing large twisted cloak spikes to jut up from the floor. Each target that Grimm can see must make a DC 14 Wisdom saving throw or take 13 (3d8) piercing damage
Nightmare King Grimm
Medium fiend (devil), lawful evil
- Armor Class 20 (natural armor)
- Hit Points 170 (20d8 + 80)
- Speed 50 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA 12 (+1) 24 (+7) 18 (+4) 14 (+2) 14 (+2) 24 (+7)
- Saving Throws Dex +13, Int +8, Wis +8, Cha +13
- Skills Acrobatics +13, Insight +8, Perception +8, Performance +13, Persuasion +13
- Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities fire
- Condition Immunities charmed, frightened
- Senses darkvision 60 ft., truesight 60 ft., passive Perception 18
- Languages Common, Infernal
- Challenge 17 (18,000 XP)
Legendary Resistance (3/day). If Grimm fails a saving throw, he can choose to succeed instead.
Freedom of Movement. Grimm ignores difficult terrain, and magical effects can't reduce his speed or cause him to be restrained. He can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Combo Attack. If Grimm moves at least 20 ft. towards a creature and use an uppercut attack on the same turn, he may immediately follow up with a Rain Fire attack.
Actions
Kick. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Uppercut. Melee Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) slashing damage.
Rain Fire. Grimm rains fire on up to 4 targets in a 20 ft. radius. Each target must succeed on a DC 21 Dexterity saving throw or take 21 (6d6) fire damage.
Fire Bats. Ranged Spell Attack: +13 to hit, range 20/60 ft., four targets. Hit: 23 (3d10 + 7) fire damage.
Spellcasting. Grimm can cast the 7th level spell Pillar of Flame at will
Flamespawner (Recharge 5-6). Grimm spawns dozens of fireballs in a 40-foot radius. Each creature in that area must make a DC 21 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.
Legendary Actions
Grimm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Grimm regains spent legendary actions at the start of his turn.
Dive Dash. Grimm moves up to 30 ft. and makes a kick attack
Teleport. Grimm magically teleports up to 60 feet to an unoccupied space he can see.
Cloak Spikes (Costs 2 Actions). Grimm sends his cloak into the ground, causing large twisted cloak spikes to jut up from the floor. Each target that Grimm can see must make a DC 16 Wisdom saving throw or take 22 (5d8) piercing damage