Fate Demon (5e Creature)

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Small fiend (demon), chaotic evil


Armor Class 13
Hit Points 55 (10d6 + 20)
Speed 50ft.


STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 14 (+2) 4 (-3) 18 (+4) 18 (+4)

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: 8 (1d4 + 5) Bludgeoning damage. On a 19-20 deals additional 2d10 damage based on the following d6 roll
1: Piercing
2: Acid
3: Lightning
4: Bludgeoning
5: Force
6: Necrotic
Curse of the Fates Ranged Weapon Attack: +7 to hit, reach 100ft., one target. Hit: 16 (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.
1: 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
2: Player movement is reduced by 10ft/move action and they suffer a -4 to Dexterity rolls or saving throws
3: All other creatures with the exception of gods cannot recognise the target's identity
4: 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
5: When the target makes a Dash action, they must make a DC 17 Dexterity saving throw, on a fail they
6: After 13 days casts a Fireball centred on self
7: Target cannot taste anything
8: 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


A halfling twisted by demonic energies, these creatures use their powers of probability manipulation to bring woe and misfortune on their enemies.

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