The Witcher: Masquerade - One shot world illustration - Semi-Fantasy, Mystery, Monster Hunter theme
Semi-Fantasy, Mystery, Monster Hunter

The Witcher: Masquerade - One shot

R
Rathatri

You recieved a letter to attend a ball hosted by a mysterious Marquis. Things are not as it seems.

Played29 times
Cloned0 times
Created
248 days ago
Last Updated
58 days ago
VisibilityPublic
Fiend
CR 7Large Monstrosity
Fiend
HP Range140 - 220 (Avg: 180)
AC17
XP3900

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.

Details
SizeLarge
TypeMonstrosity
CR7
XP3900
LanguagesUnderstands Common but cannot speak
Defenses
Armor Class17
HP Range140 - 220 (Avg: 180)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

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.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
We are not affiliated with Dungeons & Dragons or Wizards of The Coast in any way.
© 2025 Friends & Fables
Privacy PolicyTerms of Service