Eldon Lobo

Medium fiend (devil, bearded), Lawful Evil

Armor Class

15 (unarmored defense)

Hit Points

97 (15d8 + 30)

Speed

walk 40 ft.

Saves

Strength +6, Constitution + 5, Wisdom +5

Skills

Acrobatics + 6, Athletics +6

Damage Resistances

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

Damage Immunities

fire, poison

Condition Immunities

poisoned

Senses

Darkvision 120 ft.

Languages

Common, Infernal, telepathy 120 ft.

Challenge

5

Devil's Sight

Magical darkness doesn't impede Eldon Lobo's darkvision.

Magic Resistance

Eldon Lobo has advantage on saving throws against spells and other magical effects.

Steadfast

Eldon Lobo can't be frightened while it can see an allied creature within 30 feet of it.

Martial Arts

When Eldon Lobo uses the Attack action with an unarmed strike or its dagger on its turn, it can make one unarmed strike as a bonus action.

Ki Points (Recharges after a Long Rest)

Eldon Lobo has 3 ki points.

Flurry of Blows

Immediately after Eldon Lobo takes the Multiattack action on its turn, it can spend 1 ki point to make two unarmed strikes as a bonus action.

Hellfire Fist

Eldon Lobo can spend 1 ki point as an action to inflame a melee weapon it touches with hellish fire for 1 minute. Melee attacks made with the weapon deal an extra 1d4 fire damage.

Patient Defense

Eldon Lobo can spend 1 ki point to take the Dodge action as a bonus action on its turn.

Step of the Wind

Eldon Lobo can spend 1 ki point to take the Disengage or Dash action as a bonus action on its turn, and its jump distance is doubled for the turn.

Actions

Multiattack

Eldon Lobo makes two attacks: one with its beard and one with its dagger.

Beard

Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success

Hellish Sacrificial Dagger

Melee Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 13 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time Eldon Lobo hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Unarmed Strike

Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage.