Action Oriented Fiend and Rancœur

by TyphosTheD

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Fiend

Medium fiend, chaotic evil


  • Armor Class 16 (natural armor)
  • Hit Points 75 (6d8 + 18)
  • Speed 30 ft., flying 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 17 (+3) 12 (+1) 11 (+0) 15 (+2)

  • Skills Athletics +7, Intimidation +5
  • Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
  • Condition Immunities blinded
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Common, Infernal
  • Challenge 4 (700 XP)

Devil's Sight. Magical Darkness doesn't impede this creatures darkvision.

Magical Resistance. The creature has advantage on savings throws against other spells or magical effects.

Actions

Multiattack. The fiend makes two attacks with its whip or its barbed tail.

Whip. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 10 (2d4+4) slashing damage and the target must succeed a (DC 13) Strength saving throw or be grappled and restrained.

Barbed Tail. Melee Weapon Attack: +6 to hit, reach 30 ft., one target. Hit: 7 (1d6 + 3) piercing damage and the target must succeed a (DC 13) Constitution saving throw or be poisoned for 1 minute.

Bonus Actions

Gust The fiend flaps its wings hard, causing an isolated gust of wind. Creatures in a 10 foot cone must succeed a (DC 13) Strength saving throw or be pushed 10 feet.

Stinging Brand If the fiend hits with both of its melee attacks, it may apply a brand to the target. A branded creature takes 4 fire damage at the beginning of each of its turns, or until the fiend is destroyed.

Reactions

Death Throes. As a reaction to a Rancœur dropping to 0 hitpoints the fiend may cause the curses applied by the Rancœur to amplify. All creatures bearing a curse from that Rancœur must reduce their maximum hitpoints by 1d6. This reduction can be recovered after a Long Rest.


Villain Actions

Pitch The fiend spews a gaseous cloud from its mouth, which spreads into a 60 foot diameter sphere of magical darkness.

Mire Rapping it's horn with its claws, creating a high pitched ringing, the ground begins to soften and turn thick and gooey, imposing difficult terrain on all enemy creatures.

Death Rattle The fiend produces a piercing squeal from it's nostrils, causing the Rancœur to wail uncontrollably. Creatures within 10 feet of any Rancœur must succeed a (DC 13) Wisdom saving throw or be Frightened by each Rancœur for 1 one minute.

A creature Frightened in this way that succeeds its saving throw is now Shaken for 1 minute - to attacks or cast a spell targeting a Rancœur, the creature must succeed a (DC 13) Wisdom saving throw, or the attack or spell fails.

credit: Michele Giori https://www.artstation.com/michelegiorgi


Rancœur

small fiend, chaotic evil


  • Armor Class 13
  • Hit Points 22 (5d6+5)
  • Speed 25 ft., climb 30 ft.

STR DEX CON INT WIS CHA
11 (+2) 17 (−2) 13 (+3) 7 (−4) 12 (−2) 6 (−3)

  • Saving Throws Dex +5
  • Skill Proficiencies Acrobatics +5, Stealth +5
  • Damage Resistances fire, bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
  • Condition Immunities blinded
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Common, Infernal
  • Challenge 2 (550 XP)

Devil's Sight. Magical Darkness doesn't impede this creatures darkvision.

Magical Resistance. The creature has advantage on savings throws against other spells or magical effects.

Actions

Multiattack The creature can make two claw attacks. If both attacks hit, it can also use Spiteful Curse.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.

Spiteful Curse. The creature oozes an inky black substance from its hair, which seeps into the target's fresh wounds. The target must succeed a (DC 13) Constitution saving throw or be afflicted with a curse. Roll a d4 or select from one of the following.

Input Curse Description
1 Agitate The target has disadvantage on all Wisdom saving throws.
2 Horrid Presence All allies of the target that start their turn within 20 feet of it must succeed a (DC 13) Wisdom saving throw or be frightened of the target.
3 Enfeeble The target has vulnerability to bludgeoning, piercing, and slashing damage.
4 Infirm The target is blinded or deafened (DM's choice)

credit: John Mortensen https://www.instagram.com/johnkennmortensen/

 

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