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Spawn of Alquam 2014

CR 6 fiend

Large fiend, chaotic evil


Armor Class
16 (natural armor)
Hit Points
114 (12d10+48)
Speed
20 ft., fly 60 ft.

STR12 (+1)
DEX17 (+3)
CON19 (+4)
INT14 (+2)
WIS16 (+3)
CHA13 (+1)

Saving Throws
Skills
Deception +4, Perception +6, Stealth +6
Resistances
cold, fire, lightning
Damage Immunities
poison
Condition Immunities
charmed, frightened, poisoned
Senses
darkvision 90 ft., passive Perception 16
Languages
Abyssal, telepathy 60 ft.
Challenge
6 (2,300 XP) · Proficiency Bonus +3

Ambusher.

In the first round of combat, the spawn of Alquam has advantage on attack rolls against any creature it has surprised.

Keen Sight.

The spawn of Alquam has advantage on Wisdom (Perception) checks that rely on sight.

Shadow Stealth.

While in dim light or darkness, the spawn of Alquam can take the Hide action as a bonus action.

Sneak Attack (1/Turn).

The spawn of Alquam deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spawn that isn’t incapacitated and the spawn doesn’t have disadvantage on the attack roll.

Speak with Birds.

The spawn of Alquam can communicate with birds as if they shared a language.

Actions

Multiattack.

The spawn of Alquam makes three attacks: two with its talons and one with its bite. It can use Gloomspittle in place of its bite attack.

Bite.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.

Talon.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Gloomspittle.

Ranged Weapon Attack: +6 to hit, range 30 ft., one creature. Hit: 10 (2d6 + 3) necrotic damage, and the target must succeed on a DC 15 Dexterity saving throw or be blinded until the end of its next turn.

Source: Tome of Beasts 2 (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details