Chanit Magicae
Medium fiend (devil), any evil
Armor Class 13 (16 with Mage armour)
Hit Points 71, 13d8+13
Speed
40ft
Saving Throws Int +7, Wis +6
Skills Arcana +7, Perception +6
Damage Resistances Fire, Acid
Damage Immunities Poison, Necrotic
Condition Immunities Charmed, Poisoned
Senses Truesight 60 ft., Passive Perception 16
Languages Abyssal, Exile
Challenge 8
Spellcasting ability is Inelegance, DC is 15 (8+prof (3)+Int mod(4))
Flame Burst:
A creature that touches the chanit or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.
Pack Tactics:
The chanit has advantage on attack roll against a creature if at least one of the chanit's allies is within 5 feet of the creature and the ally isn't incapacitated.
Illusory Appearance:
The chanit covers itself and anything it is wearing or carrying with a magical illusion that makes it look like a wolf or similar animal native to the plane it is on. The illusion ends if the chanit takes a bonus action to end it or if it dies.
The changes wrought by this effect fail to hold up to physical inspection. For example, the chanit could appear to have soft fur, but someone touching it would feel it's coarse hairs. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 15 Intelligence (Investigation) check to discern that the chanit is disguised.
The Hunted:
These creatures specialise in the hunting of creatures across the planes and will often make deals with any other creatures who might provide them a target. They are the devilish bounty hunters and assassins of the multiverse. The marked target becomes the fascination of the chanit who will hunt the creature down with relentless determination. Another target can not be named until the current one is killed, or 1 year has passed. If the chanit has seen the target at least once it creates a magical mark on the creature and therefore can track that creature down to a mile. If the creature is on a different plane to the chanit, the chanit can make an DC20 Intelligence (Arcana) check once per day to sense which of the planes it is on.
Wounded Prey:
These creatures become excited as their target becomes injured, and seeing them hurt pushes a chanit into a viscous frenzy. If the target of the chanit's hunt is below half of its hit points the chanit gains +4 on spell attack rolls against it.
Keen Senses:
The chanit has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Claw:
Melee Weapon Attack: [+5] to hit, reach 5 ft., one target. Hit: [2D6] 7 slashing damage.
Bite:
Melee Weapon Attack: [+5] to hit, reach 5 ft., one target. Hit: [1D10] 5 piercing damage.
Growl:
As a bonus action the chanit can force each creature of its choice within 30 feet of it to make a DC 11 Wisdom saving throw. A target automatically succeeds on the save it it can't hear or see the chanit. On a failed save, a target becomes frightened of you for 1 minute. At the end of each of it's turns, an affected target can repeat the saving throw, ending the effect on itself on a success.
Plane Shift (1/Day.):
The chanit may use an action to innately cast the Plane Shift spell with a few restrictions as follows.
You, and only you, is transported to a different plane of existence. You can specify a target destination in general turns, such as the City of Brass on the Elemental Plane of Fire or the Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Bras, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle.
Ethereal Leap (2/Day):
The chanit have a unique ability to enhance their travel times beyond plane shifting. The ethereal leap allows it, as an action, to teleport itself from it's current location to any other spot desired within 25 miles. It can be a place it can visualise, or one it can describe stating distance and direction, such as "200 feet straight up" or "upward to the northwest at a 45-degree angle, 300 feet."
It can bring along objects as long as their weight doesn't exceed its carrying capacity.
If the chanit would arrive in a place already occupied by an object or creature, it takes 4d6 force damage and is instead transported to the closest empty space within 60 feet. If there is no suitable spot the chanit takes an additional 4d6 force damage and must teleport again to a safe location or be killed.
Pack Howl (1/Day):
These creatures often hunt in packs of two to five individuals all of whom have a simple but unbreakable bond with each other. As an action they may pull on this link and summon their pack mates to their location. A summoned Chanit appears in an unoccupied space within 60 feet of its summoner. If a creature it can see within 60 feet is designated as the target of it's hunt, the summoned chaint can appear within 30 feet of that creature instead.
Mage Armour (At Will):
Casting time: 1 action, Range: Self, Duration: 8 hours. The chanit touches itself if it isn't wearing armour, and a protective magical force surrounds it until the spell ends. The chanit's base AC becomes 13 + it's Dexterity modifier. The spell ends if the chanit dons armour or if it dismiss the spell as an action.
Spellcasting:
The [MON] is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 151, +7 to hit with spell attacks). The chanit has the following 12 spells prepared:
Cantrips (at will): Fire Bolt spell, Toll the Dead spell, Minor Illusion spell, Ray of Frost spell
1st level (4 slots): False Life spell, Ray of Sickness spell, Ice Knife spell, Feather Fall spell, Hideous Laughter spell
2nd level (3 slots): Scorching Ray spell, Aganazzer's Scorcher spell, Misty Step spell, Darkness Spell
3rd level (3 slots): Dispel Magic spell, Counterspell spell
4th level (2 slots): Ice Storm spell
Comments