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Spree

Size
Small
Type
Fiend
Challenge Rating
5
Source
Creature Codex
Alignment
Chaotic-Evil
Armor Class
15
Speeds
30
Walking Speed
30
Strength Score
11
Dexterity Score
17
Constitution Score
16
Intelligence Score
10
Wisdom Score
8
Charisma Score
15
Saving Throws
Dexterity, Wisdom
Vision
Darkvision (60ft)
Languages Ref
Abyssal, Common, Gnomish
Hit Points
84
Condition Immunities
Frightened, 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, Aethyrian Common, Azuran (Gnomish)

Small fiend (demon), chaotic evil


Armor Class 15 (natural armor)

Hit Points 84 (13d6+39)

Speed 30 ft.


STR
11 (+0)
DEX
17 (+3)
CON
16 (+3)
INT
10 (+0)
WIS
8 (−1)
CHA
15 (+2)

Saving Throws Dex +6, Wis +2

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

Damage Immunities poison

Condition Immunities frightened, poisoned

Senses darkvision 60 ft., passive Perception 9

Languages Abyssal, Common, Gnomish

Challenge 5 (1,800 XP)

Frothing Rage. The spree demon has advantage on attacks if it saw another spree demon make a successful attack within the last minute.

Spree Madness. If a creature confused by the spree demon's claw attack reduces a target to 0 hp, the confused creature must make a successful DC 14 Wisdom saving throw or gain a short-term madness (see the System Reference Document 5.1). If a creature fails this saving throw again while already suffering from a madness, it gains a long-term madness instead.

Actions

Multiattack. The spree demon makes two claw attacks. If both attacks hit the same target, the target must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. While frightened this way, the creature believes it has shrunk to half its normal size. All attacks against the creature do an extra 7 (2d6) psychic damage, and the creature's attacks do half damage. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 10 (3d6) poison damage, and the creature must make a DC 14 Constitution saving throw. On a failure, the target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn for 1 minute. This works like the confusion spell. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.

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.