Fulad-Zereh

Huge Fiend, chaotic evil. CR 9, AC 18, 115 HP. Traits: Petrifying Gaze, Weeping Acid.

Armor class
18
Hit points
115
Challenge
9
Creature type
Fiend
Size
Huge
Alignment
chaotic evil

Stat block

Cha
17
Con
20
Dex
11
Int
17
Str
19
Wis
15
Speed
Fly: 40; Walk: 40
Senses
truesight 120 ft., passive Perception 12
Skills
Insight: 6; Intimidation: 7
Actions
  • Multiattack. The demon makes two attacks: one with its barbed whip and one with its battleaxe.
  • Barbed Whip. Melee Weapon Attack: +8 to hit, reach 30 ft., one target. Hit: 14 (3d6 + 4) slashing damage, and, if the target is Large or smaller, it is pulled up to 25 feet toward the demon. If the target is a creature other than an undead or a construct, it must succeed on a DC 16 Constitution saving throw or take 5 (1d10) necrotic damage at the start of each of its turns as a barb of pure Abyssal energy lodges itself in the wound. Each time the demon hits the barbed target with this attack, the damage dealt by the wound each round increases by 5 (1d10). Any creature can take an action to remove the barb with a successful DC 14 Wisdom (Medicine) check. The barb crumbles to dust if the target receives magical healing.
  • Battleaxe. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) slashing damage.
Languages
Abyssal, telepathy 120 ft.
Saving throws
Wisdom: 6; Charisma: 7; Strength: 8; Constitution: 9
Damage immunities
poison
Special abilities
  • Petrifying Gaze. When a creature that can see the fulad-zereh's eyes starts its turn within 30 feet of the demon, the fulad-zereh can force it to make a DC 16 Constitution saving throw if the demon isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the saving throw begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or similar magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the demon until the start of its next turn, when it can avert is eyes again. If the creature looks at the demon, it must immediately make the save.
  • Weeping Acid. A creature that touches the fulad-zereh or hits it with a melee attack while within 5 feet of it must succeed on a DC 16 Dexterity saving throw or take 9 (2d8) acid damage.
Damage resistances
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Condition immunities
poisoned

Source and licence

From Creature Codex.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.