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Fulad-Zereh

Size
Huge
Type
Fiend
Challenge Rating
9
Source
Creature Codex
Alignment
Chaotic-Evil
Armor Class
18
Speeds
40, fly 40
Walking Speed
40
Flying Speed
40
Strength Score
19
Dexterity Score
11
Constitution Score
20
Intelligence Score
17
Wisdom Score
15
Charisma Score
17
Saving Throws
Strength, Constitution, Wisdom, Charisma
Skill Proficiencies
Insight, Intimidation
Vision
True Sight (120ft)
Languages Ref
Abyssal, telepathy 120 ft.
Hit Points
115
Condition Immunities
Poisoned
Resistances
Resistant to Cold Damage, Resistant to Fire Damage, Resistant to Lightning Damage, Resistant to Non-Magical Damage, Immune to Poison Damage
Languages
Abyssal, Telepathy (120ft)

Huge fiend (demon), chaotic evil


Armor Class 18 (plate)

Hit Points 115 (10d12+50)

Speed 40 ft., fly 40 ft.


STR
19 (+4)
DEX
11 (+0)
CON
20 (+5)
INT
17 (+3)
WIS
15 (+2)
CHA
17 (+3)

Saving Throws Str +8, Con +9, Wis +6, Cha +7

Skills Insight +6, Intimidation +7

Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities poisoned

Senses truesight 120 ft., passive Perception 12

Languages Abyssal, telepathy 120 ft.

Challenge 9 (5,000 XP)

Petrifying Gaze. When a creature that can see the fulad-zereh's eyes starts its turn within 30 feet of the demon, the fulad-zereh can force it to make a DC 16 Constitution saving throw if the demon isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the saving throw begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or similar magic.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the demon until the start of its next turn, when it can avert is eyes again. If the creature looks at the demon, it must immediately make the save.

Weeping Acid. A creature that touches the fulad-zereh or hits it with a melee attack while within 5 feet of it must succeed on a DC 16 Dexterity saving throw or take 9 (2d8) acid damage.

Actions

Multiattack. The demon makes two attacks: one with its barbed whip and one with its battleaxe.

Barbed Whip. Melee Weapon Attack: +8 to hit, reach 30 ft., one target. Hit: 14 (3d6 + 4) slashing damage, and, if the target is Large or smaller, it is pulled up to 25 feet toward the demon. If the target is a creature other than an undead or a construct, it must succeed on a DC 16 Constitution saving throw or take 5 (1d10) necrotic damage at the start of each of its turns as a barb of pure Abyssal energy lodges itself in the wound. Each time the demon hits the barbed target with this attack, the damage dealt by the wound each round increases by 5 (1d10). Any creature can take an action to remove the barb with a successful DC 14 Wisdom (Medicine) check. The barb crumbles to dust if the target receives magical healing.

Battleaxe. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) slashing damage.

Stat block from Creature Codex (Kobold Press), Open Game Content used under the Open Game License 1.0a. Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky. It is not Geminaea material. See Legal.