Armor Class 15 (natural armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft., fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (−1) | 17 (+3) | 13 (+1) | 15 (+2) | 12 (+1) | 20 (+5) |
Skills Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7
Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 15
Languages Abyssal, Common, Infernal, telepathy 60 ft.
Challenge 4 (1,100 XP)
Telepathic Bond. The fiend ignores the range
restriction on its telepathy when communicating with a creature it has
charmed. The two don't even need to be on the same plane of existence.
Shapechanger. The fiend can use its action to polymorph
into a Small or Medium humanoid, or back into its true form. Without
wings, the fiend loses its flying speed. Other than its size and speed,
its statistics are the same in each form. Any equipment it is wearing or
carrying isn't transformed. It reverts to its true form if it dies.
Actions
Claw (Fiend Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Charm. One humanoid the fiend can see within 30 feet of
it must succeed on a DC 15 Wisdom saving throw or be magically charmed
for 1 day. The charmed target obeys the fiend's verbal or telepathic
commands. If the target suffers any harm or receives a suicidal command,
it can repeat the saving throw, ending the effect on a success. If the
target successfully saves against the effect, or if the effect on it
ends, the target is immune to this fiend's Charm for the next 24 hours.
The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
Draining Kiss. The fiend kisses a creature charmed by
it or a willing creature. The target must make a DC 15 Constitution
saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a
failed save, or half as much damage on a successful one. The target's
hit point maximum is reduced by an amount equal to the damage taken.
This reduction lasts until the target finishes a long rest. The target
dies if this effect reduces its hit point maximum to 0.
Etherealness. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.