Serapio

Medium fiend (demon), typically neutral evil

Armor Class

13

Hit Points

78 (12d8 + 24)

Speed

walk 30 ft., fly 30 ft.

Saves

con +5, dex +6

Skills

stealth +6, perception +5

Damage Resistances

cold, poison

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Languages

Abyssal, Common

Challenge

5

Proficiency Bonus

+3

Magic Resistance

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

Actions

Multiattack

Serapio makes two Talon attacks.

Talon

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) piercing damage plus 14 (3d8) poison damage.

Change Shape

Serapio magically transforms into a Medium owl, while retaining its game statistics (other than its size). This transformation ends if Serapio is reduced to 0 hit points or if it uses its action to end it.

Plague Winds (Fiend Form Only; Recharge 5-6)

Serapio emits a chilling, disease-ridden wind in a 60-foot line that is 10 feet wide. Each creature in that area must succeed on a DC 13 Constitution saving throw or take 26 (4d12) cold damage and become poisoned. While poisoned in this way, the creature can't regain hit points. At the end of every hour, the creature must succeed on a DC 13 Constitution saving throw or gain 1 level of exhaustion. If the creature is in direct sunlight when it makes this saving throw, it automatically succeeds on the save. If the creature is targeted by magic that ends a poison or disease, such as lesser restoration, while the creature isn't in direct sunlight, the effect does not end.