Daemogoth

Huge fiend, typically lawful evil

Armor Class

16 (natural armor)

Hit Points

157 (15d12 + 60)

Speed

walk 40 ft., climb 40 ft.

Saves

Int +9, Wis +6, Cha +8

Skills

Arcana +13, Deception +12, History +9, Perception +6

Damage Immunities

psychic

Condition Immunities

frightened

Senses

truesight 120 ft.

Languages

Abyssal, Infernal, telepathy 120 ft.

Challenge

10

Proficiency Bonus

+4

Pact of Pain

Using a 10-minute ritual, the daemogoth can forge a magical bond with a willing creature it touches throughout the ritual. The creature becomes bound by the pact until it dies, the daemogoth dies, or the pact is broken by any effect that can remove a curse. The daemogoth chooses one spell from the necromancy or enchantment school that is 3rd level or lower. The bound creature can cast that spell using this pact, requiring no material components and using Intelligence as the spellcasting ability. When it casts the spell, the creature takes 7 (2d6) psychic damage, which can't break the creature's concentration on a spell. Once the bound creature casts the spell in this way, it can't do so again until it finishes a long rest.

Actions

Multiattack

The daemogoth makes three Agonizing Burst attacks. It can use Terrify, if available, in place of one of the attacks.

Agonizing Burst

Melee or Ranged Spell Attack: +9 to hit, reach 10 ft. or range 120 ft., one target. Hit: 11 (2d10) force damage. If the target is a creature, the daemogoth regains 5 hit points.

Terrify (Recharge 4-6)

The daemogoth targets one creature it can see within 120 feet of itself. The target must make a DC 17 Wisdom saving throw. On a failed save, the target takes 33 (6d10) psychic damage and is frightened of the daemogoth until the end of the daemogoth's next turn, and the daemogoth regains 5 hit points. On a successful save, the target takes half as much damage and isn't frightened, and the daemogoth doesn't heal.