When a demon’s body is destroyed but the fiend is prevented from reforming in the Abyss, its essence sometimes takes on a vague physical form. These shadow demons exist outside the normal abyssal hierarchy, since their creation results most often from mortal magic, not from transformation or promotion. Shadow demons all but disappear in the darkness, and they can creep about without making a sound. A shadow demon uses its insubstantial claws to feast on its victim’s fears, to taste its memories, and drink in its doubts. Bright light harries this fiend and shows its distinct shape, resolving it from a blur of darkness to a winged humanoid creature whose lower body trails off into nothing, and whose claws rend a victim’s mind. A shadow demon doesn’t require air, food, drink, or sleep.
Medium fiend (demon), chaotic evil Armor Class: 13 Hit Points: 66 (12d8 + 12) Speed: 30ft Fly: 30ft
Saving Throws: Dex +5, Cha +4 Skills: Stealth +7 Damage Vulnerabilities: Radiant Damage Resistances: Acid, Fire, Necrotic, Thunder, as well as Bludgeoning, Piercing, and Slashing from nonmagical attacks Damage Immunities: Cold, Lightning, Poison Condition Immunities: Exhausted, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained Senses: Darkvision 120 feet, Passive Perception 11 Languages: Abyssal, Telepathy 120 feet Challenge Rating: 4 (1,100 XP)
Incorporeal Movement. The demon can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object. Light Sensitivity. While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Shadow Stealth. While in dim light or darkness, the demon can take the Hide action as a bonus action. Claws. Melee Weapon Attack: +5 to hit, reach 5 feet, one creature. Hit: 2d6 + 3 psychic damage or, if the demon had advantage on the attack roll, 4d6 + 3 psychic damage.
Genetic Ancestor(s)
Average Height 4 to 6 feet
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. Aura of decay. A 30' aura around Necius causes 3d6 necrotic damage to any living creature which begins its turn within it. Lord of the dead. All undead creatures obey Necius; this overrides any other compulsions, effects, abilities, or controls on them. Demonic traits Medium fiend (demon), chaotic evil Armor Class 13 STR DEX CON INT WIS CHA Skills Stealth +7 Damage vulnerabilities radiant Damage Resistances acid, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, lightning, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 120 ft., passive Perception 11 Languages Abyssal, telepathy 120 ft. Challenge 4 (1100 XP) Incorporeal Movement. The demon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Light Sensitivity. While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Shadow Stealth. While in dim light or darkness, the demon can take the Hide action as a bonus action. ACTIONS Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) psychic damage or, if the demon had advantage on the attack roll, 17 (4d6 + 3) psychic damage. Monster Manual (BR+) → DnD 5e Monsters |