Spawn of Alquam 2014
CR 6 fiend
Large fiend, chaotic evil
In the first round of combat, the spawn of Alquam has advantage on attack rolls against any creature it has surprised.
The spawn of Alquam has advantage on Wisdom (Perception) checks that rely on sight.
While in dim light or darkness, the spawn of Alquam can take the Hide action as a bonus action.
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.
The spawn of Alquam can communicate with birds as if they shared a language.
Actions
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.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
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