Horde Demon

Medium Fiend. CR 3, AC 13, 52 HP. Traits: Chaotic Evil, Radiant Weakness, Varied Shapes, 1 Bat Head, 2 Bulging Eyes, 3 Claws, 4 Fangs, 5 Goat Horns, 6 Lamprey Mouth, 7 Porcupine Quills, 8 Scorpion Tail Melee Weapon Attack: +5 to hit, reach 5 ft, 9 Tentacle Arms Melee Weapon Attack: +5 to hit, reach 15 ft, 10 Whispering Mouth.

Armor class
13
Hit points
52
Challenge
3
Creature type
Fiend
Size
Medium

Stat block

Cha
8
Con
14
Dex
12
Int
8
Str
16
Wis
8
Speed
Walk: 40
Senses
darkvision 120 ft., passive Perception 11
Skills
Actions
  • Multiattack. The demon makes two attacks using any attack granted by its Varied Shapes trait.
Languages
Abyssal
Damage immunities
poison
Special abilities
  • Chaotic Evil. The demon radiates a Chaotic and Evil aura.
  • Radiant Weakness. If the demon takes radiant damage while it is bloodied, it is frightened for 1 minute.
  • Varied Shapes. Each horde demon has a unique combination of attacks and powers. Roll 1d10 once or twice, rerolling duplicates, or choose one or two features from the following table. A horde demons features determine the attacks it can make.
  • 1 Bat Head. The demon emits a 15-foot cone of cacophonous sound. Each creature in the area makes a DC 12 Constitution saving throw, taking 7 (2d6) thunder damage on a failed save or half damage on a success.
  • 2 Bulging Eyes (Gaze). A creature within 60 feet makes a DC 12 Wisdom saving throw. On a failure, it takes 7 (2d6) psychic damage and is frightened until the end of its next turn.
  • 3 Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
  • 4 Fangs. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
  • 5 Goat Horns. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target makes a DC 13 Strength saving throw, falling prone on a failure.
  • 6 Lamprey Mouth. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the lamprey mouth attack can be used only on this target and automatically hits.
  • 7 Porcupine Quills. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
  • 8 Scorpion Tail Melee Weapon Attack: +5 to hit, reach 5 ft. , one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage.
  • 9 Tentacle Arms Melee Weapon Attack: +5 to hit, reach 15 ft. , one target. Hit: 8 (2d4 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the tentacle arms attack can only be used on this target.
  • 10 Whispering Mouth. The demon targets a creature within 30 feet that can hear it. The target makes a DC 12 Wisdom saving throw. On a failure, it takes 7 (1d8 + 3) psychic damage and is magically cursed until the start of the demons next turn. While cursed, the demons attacks against the target are made with advantage, and the target has disadvantage on saving throws against the demons Whispering Mouth.
Damage resistances
cold, fire, lightning; damage from nonmagical weapons
Condition immunities
poisoned

Source and licence

From A5E Monstrous Menagerie.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.