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Fiend Ranger

Armor Class 19 (Natural Armor) Hit Points 300 (24d10 + 168)
Speed 30 ft., fly 60 ft.
STR 26 (+8)
DEX 19 (+5)
CON 24 (+7)
INT 22 (+6)
WIS 18 (+4)
CHA 24 (+7)
  Saving Throws DEX +10, CON +13, WIS +10
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Truesight 120 ft., Passive Perception 14
Languages Infernal, Telepathy 120 ft.
Fear Aura. Any creature hostile to the fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the Fear Aura for the next 24 hours.
Magic Resistance. The fiend has advantage on saving throws against spells and other magical effects.
  Magic Weapons. The fiend's weapon attacks are magical.
  Innate Spellcasting. The fiend's spellcasting ability is Charisma (spell save DC 21).
At will: detect magic, fireball
3/day each: hold monster, wall of fire
Actions
Multiattack. The fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail. OR it can use it's Bow to make 2 long ranged attacks
Black Yew Bow - +12 to hit / 3d8 +8 damage.  The Fiend can fire off two quick arrows at any target within 400 feet. 
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.
  Mace. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.
  Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.

Basic Information

Biological Traits

The Fiend Ranger patrols the dark forests of the underworld realm of Aerchabad'zael.  They hunt in the forests with up to 8 Black Howlers.  A large pack of Howlers backed up by a canny Fiend Ranger poses a dangerous threat to any who wander about.

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