Small fiend (Demon), chaotic evil
Armor Class 11
Hit Points 45 (10d6 + 10)
Speed 50ft.
Saving Throws Dex +7, Int -1 Skills Acrobatics +7, Animal Handling +6, Deception +6, Performance +6, Sleight of Hand +7, Stealth +7 Condition Immunities charmed, exhausted, fatigued
Senses passive Perception 14
Languages Fate Demon
Challenge 4 (1,100 XP)
Legendary Resistance (5/Day). If the Fate Demon fails a saving throw, it can choose to succeed instead.
Master of Misfortune (8/Day). Whenever a creature within 200 ft. of the Fate Demon, including itself, rolls for anything, the Fate Demon can roll a d8 and either add or subtract the number from that roll. If the subtraction would result in less than 1, round up to 1.
ACTIONS
Stick. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage. On a 19-20 deals additional 11 (2d10) damage based on the following d6 roll:
- Piercing
- Acid
- Lightning
- Bludgeoning
- Force
- Necrotic
Curse of the Fates Ranged Weapon Attack: +7 to hit, reach 100ft., one target. Hit: 15 (2d10 + 4) force damage. On a successful hit the target must make a DC 14 Charisma saving throw. On a success nothing else happens, on a failure roll a d8 and inflicts one of the following effects. These affects last for 30 days and can be removed with the remove curse spell.
- Upon making contact with any metal or metal object, target must roll a DC 14 Constitution saving throw, on a fail they are paralyzed for d4+1 turns.
- Player movement is reduced by 10ft/move action and they suffer a -4 to Dexterity rolls or saving throws.
- All other creatures with the exception of gods cannot recognize the target's identity.
- If the target casts a non-ritual spell, they will instead cast a different randomly selected spell of the same level as the one attempted.
- When the target makes a Dash Action, they must make a DC 17 Dexterity saving throw, on a fail they fall prone and take d6 bludgeoning damage.
- After 13 days casts a fireball centered on self.
- Target cannot taste anything.
- If the target comes within 20 ft. of a creature with a beard, they must make a DC 13 Wisdom saving throw, on a success target does not have to roll for that creature, on a fail target is frightened of that creature for 10 minutes.
This does not affect a target who has already been cursed.
|
A halfling twisted by demonic energies, these creatures use their powers of probability manipulation to bring woe and misfortune on their enemies.
|