Shoosuva

Large fiend (demon), Chaotic Evil

Armor Class

14 (natural armor)

Hit Points

110 (13d10+39)

Speed

walk 40 ft.

Saves

Dex +4, Con +6, Wis +5

Damage Resistances

cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

charmed, frightened, poisoned

Senses

darkvision 60 ft.

Languages

Abyssal, Gnoll, telepathy 120 ft.

Challenge

8

Rampage

When it reduces a creature to 0 hit points with a melee attack on its turn, the shoosuva can take a bonus action to move up to half its speed and make a bite attack.

Actions

Multiattack

The shoosuva makes two attacks: one with its bite and one with its tail stinger.

Bite

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 4) piercing damage.

Tail Stinger

Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Shoosuva

Large fiend (demon), typically chaotic evil

Armor Class

14 (natural armor)

Hit Points

136 (16d10 + 48)

Speed

walk 40 ft.

Saves

Dex +4, Con +6, Wis +5

Damage Resistances

cold, fire, lightning

Damage Immunities

poison

Condition Immunities

charmed, frightened, poisoned

Senses

darkvision 60 ft.

Languages

Abyssal, Gnoll, telepathy 120 ft.

Challenge

8

Proficiency Bonus

+3

Actions

Multiattack

The shoosuva makes one Bite attack and one Tail Stinger attack.

Bite

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 4) piercing damage.

Tail Stinger

Melee Weapon Attack: +7 to hit, reach 15 ft., one creature. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Rampage (Bonus Action)

When it reduces a creature to 0 hit points with a melee attack on its turn, the shoosuva can move up to half its speed and make one Bite attack.