Medium fiend (demon), neutral evil
Armor Class 15
Hit Points 99 (22d8)
Speed 0 ft., fly 60 ft. (hover)
Abilities Str 7 (-2), Dex 20 (+5), Con 10 (+0), Int 20 (+5), Wis 20 (+5), Cha 24 (+7)
Saving Throws Int +10, Wis +10, Cha +12
Skills Arcana +10, Deception +12, Insight +10, Intimidation +12, Perception +10, Persuasion +12
Damage Resistances cold, lightning
Damage Immunities holy water, fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses truesight 60 ft., passive Perception 20
Languages all, telepathy 120 ft.
Challenge 14 (11,500 XP)
Smoke Form. The demon can occupy another creature’s space and vice versa. In addition, if air can pass through a space, the demon can pass through it without squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The demon can’t manipulate objects in any way that requires fingers or manual dexterity.
Legendary Resistance (3/Day). If the demon fails a saving throw, it can choose to succeed instead.
Magic Resistance. The demon has advantage on saving throws against spells and magic effects.
Innate Spellcasting. The demon’s innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no components:
- At will: control fire, detect thoughts, mage hand (the hand is invisible)
- 3/day: telekinesis, teleportation (self only)
- 1/day: demonic glyph*, dream
Multiattack. The demon makes two slam attacks.
Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage.
Telekinetic Thrust. The demon targets a creature or unattended object within 30 feet of it. A creature must be Medium or smaller to be affected by this magic, and an object can weigh up to 150 pounds.
If the target is a creature, the demon makes a Charisma check contested by the target’s Strength check. If the demon wins the contest, the demon hurls the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 damage per 10 feet moved.
If the target is an object that isn’t being worn or carried, the demon hurls it up to 30 feet in any direction. The demon can use the object as a ranged weapon, attacking one creature along the object’s path (+11 to hit) and dealing 9 (2d8) bludgeoning damage on a hit.
Etherealness. The demon enters the Ethereal Plane from the Material Plane or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, et it can’t affect or be affected by anything on the other plane.
Possession (Recharge 6). One creature that the demon can see within 5 feet of it must succeed on a DC 20 Charisma saving throw or be possessed by the demon; the demon then disappears, and the target is incapacitated and loses control of its body. The demon now controls the body but doesn’t deprive the target of awareness. The demon can’t be targeted by any attack, spell, or other effects, except ones that affect fiends such as holy water, the hallow spell, or salt. It retains its alignment, Intelligence, Wisdom, Charisma, skills, truesight, telepathy, slam, and telekinetic thrust attacks, plus all of its traits except for its Smoke Form. In addition, the host’s Strength score becomes 24 unless it is already higher. It otherwise uses the possessed target’s statistics but doesn’t gain access to the target’s knowledge, class features, or proficiencies.
While possessed, the body having 0 hit points doesn’t knock the host or the demon unconscious. The body must still make death saving throws, and it suffers the normal effects of taking damage while at 0 hit points. However, if the body would die due to failing death saving throws, it doesn’t die until the possession ends, and then dies then only if it still has 0 hit points.
If the host takes radiant damage, both the host and the demon take damage from the attack, and the host can make another Charisma saving throw, ending the demon’s Possession with a success.
Otherwise, the possession lasts until the demon ends the possession as a bonus action, or the demon is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the demon reappears in an unoccupied space within 5 feet of the body. The target is immune to this demon’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.
The demon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The demon regains spent legendary actions at the start of its turn.
At-Will Spell. The demon uses one of its at-will spells.
Slam. The demon makes a slam attack.
Telekinetic Thrust (Costs 2 Actions). The demon uses its telekinetic thrust ability.