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Horde Demon

Size
Medium
Type
Fiend
Challenge Rating
3
Source
Level Up Advanced 5e Monstrous Menagerie
Armor Class
13
Speeds
40
Walking Speed
40
Strength Score
16
Dexterity Score
12
Constitution Score
14
Intelligence Score
8
Wisdom Score
8
Charisma Score
8
Vision
Darkvision (120ft)
Languages Ref
Abyssal
Hit Points
52
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

Medium fiend


Armor Class 13

Hit Points 52 (8d8+16)

Speed 40 ft.


STR
16 (+3)
DEX
12 (+1)
CON
14 (+2)
INT
8 (−1)
WIS
8 (−1)
CHA
8 (−1)

Damage Resistances cold, fire, lightning; damage from nonmagical weapons

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 120 ft., passive Perception 11

Languages Abyssal

Challenge 3 (700 XP)

Chaotic Evil. The demon radiates a Chaotic and Evil aura.

Radiant Weakness. If the demon takes radiant damage while it is bloodied, it is frightened for 1 minute.

Varied Shapes. Each horde demon has a unique combination of attacks and powers. Roll 1d10 once or twice, rerolling duplicates, or choose one or two features from the following table. A horde demons features determine the attacks it can make.

1 Bat Head. The demon emits a 15-foot cone of cacophonous sound. Each creature in the area makes a DC 12 Constitution saving throw, taking 7 (2d6) thunder damage on a failed save or half damage on a success.

2 Bulging Eyes (Gaze). A creature within 60 feet makes a DC 12 Wisdom saving throw. On a failure, it takes 7 (2d6) psychic damage and is frightened until the end of its next turn.

3 Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.

4 Fangs. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.

5 Goat Horns. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target makes a DC 13 Strength saving throw, falling prone on a failure.

6 Lamprey Mouth. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the lamprey mouth attack can be used only on this target and automatically hits.

7 Porcupine Quills. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

8 Scorpion Tail Melee Weapon Attack: +5 to hit, reach 5 ft. , one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage.

9 Tentacle Arms Melee Weapon Attack: +5 to hit, reach 15 ft. , one target. Hit: 8 (2d4 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the tentacle arms attack can only be used on this target.

10 Whispering Mouth. The demon targets a creature within 30 feet that can hear it. The target makes a DC 12 Wisdom saving throw. On a failure, it takes 7 (1d8 + 3) psychic damage and is magically cursed until the start of the demons next turn. While cursed, the demons attacks against the target are made with advantage, and the target has disadvantage on saving throws against the demons Whispering Mouth.

Actions

Multiattack. The demon makes two attacks using any attack granted by its Varied Shapes trait.

Stat block from Level Up Advanced 5e Monstrous Menagerie (EN Publishing), Open Game Content used under the Open Game License 1.0a. Level Up: Advanced 5th Edition Monstrous Menagerie. Copyright 2021, EN Publishing. It is not Geminaea material. See Legal.