You recieved a letter to attend a ball hosted by a mysterious Marquis. Things are not as it seems.
Played | 29 times |
Cloned | 0 times |
Created | 248 days ago |
Last Updated | 58 days ago |
Visibility | Public |
Description
The Fiend is a massive, terrifying creature resembling a deer but much larger, with a stocky frame covered in rippling muscles and capped with a horned, tooth-filled head. It possesses a third eye located in the center of its forehead, which it utilizes to hypnotize its foes. Fiends inhabit dense forests, swamps, and bogs, typically avoiding human encounters but will kill when necessary, doing so with terrifying ease. Their sheer size and strength make them formidable opponents whose blows can easily crush a knight and their mount. Moreover, these creatures heal wounds at an astonishing rate, rendering them almost invincible in direct combat unless one employs loud sounds or relict oil to exploit their weaknesses.
Size | Large |
Type | Monstrosity |
CR | 7 |
XP | 3900 |
Languages | Understands Common but cannot speak |
Armor Class | 17 |
HP Range | 140 - 220 (Avg: 180) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Claw
Swipes with it's claws dealing 2d10 damage
Horned Charge
The Fiend lunges forward with its deadly horns, making a melee attack. On a hit, it deals 3d10 + 7 piercing damage.
Hypnotic Gaze
The Fiend targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or become charmed by the Fiend for 1 minute. While charmed in this way, the target is incapacitated and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Rear Kick
Uses its powerful hooves ro kick backwards, dealing 1d8 damage and offers a chance of knocking individuals prone unless they pass a Dexterity check of 17.
Rejuvenation
At the start of its turn, the Fiend regains 10 hit points if it has at least 1 hit point remaining.