15 (natural armor)
65 (10d8 + 20)
30 ft., climb 40ft.
Dex +6, Con +5
Acrobatics +6, Perception +5, Stealth +6
cold, fire, lightning; bludgeoning, piercing, and slashing damage from nonmagical weapons
poison
poisoned
darkvision 60 ft.
Abyssal
6
The chasm fiend has advantage on saving throws against spells and other magical effects.
The chasm fiend's long jump is up to 30 ft. and its high jump is up to 20 ft. when it has a running start.
The chasm fiend can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
The chasm fiend has advantage on Dexterity (Stealth) checks to hide in rocky terrain.
While in sunlight, the chasm fiend has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The chasm fiend makes two attacks with its claws and one with its bite.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.