Demodand, Kelubar

Medium fiend, neutral evil

Armor Class

17 (natural armor)

Hit Points

97 (13d8 + 39)

Speed

walk 30 ft., fly 60 ft.

Saves

Str +9, Con +7, Cha +8

Skills

Athletics +9, Insight +6, Persuasion +8

Damage Resistances

cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

Damage Immunities

acid, fire, poison

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Languages

Abyssal, Common

Challenge

11

Devil's Sight

Magical darkness doesn't impede the kelubar's darkvision.

Freedom of Movement

The kelubar is unaffected by difficult terrain, and spells and other magical affects do not reduce its Speed. or cause it to be paralyzed or restrained. If the kelubar spends 5 feet of movement is automatically escapes from nonmagical restraints or a creature that has it grappled. It is also able to move underwater with no movement or attack penalties.

Innate Spellcasting

The kelubar's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: • At will: acid arrow, clairvoyance, detect magic, fear, invisibility (self only), spider climb, tongues • 3/Day each: fog cloud, ray of enfeeblement • 2/Day each: dispel magic

Keen Smell

The kelubar has advantage on Wisdom (Perception) checks that rely on smell.

Magic Resistance

The kelubar has advantage on saving throws against spells and other magical effects.

Magic Weapons

The kelubar's weapon attacks are magical.

Reckless

At the start of its turn, the kelubar can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Sneak Attack (1/Turn)

The kelubar deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the kelubar that isn't incapacitated and the kelubar doesn't have disadvantage on the attack roll.

Stench

Any creature that is not a demodand and starts its turn within 30 feet of the kelubar must succeed on a DC 16 Constitution saving throw or be poisoned. On a successful saving throw, the creature is immune to the stench of this kelubar for 1 hour.

Actions

Multiattack

The kelubar makes two claw or bite attacks.

Claws

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 7 (2d6) acid damage.

Bite

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) acid damage.

Summon Reinforcements (Recharges after a Short or Long Rest)

If the kelubar rolls 1-2 on a d6 it summons in two farastu, a result of 3-4 summons in one kelubar.