Sin, Sloth

Large fiend (demon), neutral evil

Armor Class

18 (natural armor)

Hit Points

253 (22d10 + 132)

Speed

20 ft.

Saves

Con +13, Int +14, Wis +10

Skills

Perception +10, Persuasion +8, Survival +10

Damage Resistances

necrotic; bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Languages

Abyssal, Infernal, telepathy 120 ft.

Challenge

23

Innate Spellcasting

Sloth's innate spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). She can innately cast the following spells, requiring no components • At will: prestidigitation, slow, vicious mockery (5th level) • 1/Day each: cloud of daggers, suggestion

Legendary Resistance (3/Day)

If Sloth fails a saving throw, it can choose to succeed instead.

Magic Resistance

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

Magical Weapons

Sloth's weapon attacks are magical.

Righteous Belief

This fiend always believes she's right. She has advantage on Wisdom saving throws.

Sorrowful Presence

Any creature that starts its turn within 60 ft. of Sloth must make a DC 19 Wisdom saving throw. On a failed save, the creature becomes charmed by Sloth for 1 minute. While charmed in this way, the creature's speed is halved, they have disadvantage on ability checks and saving throws. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Sloth's sorrowful presence for the next 24 hours. Whenever Sloth deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success.

Sunlight Sensitivity

While in sunlight, Sloth has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack

Sloth makes four tentacle attacks.

Tentacles

Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 10 (3d6) necrotic damage.

Paralyzing Gaze (Recharge 5-6)

Sloth gazes in an area that makes up a 30-foot cone. Each creature in that area must make a successful DC 19 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success.

Legendary actions

Cantrip

Sloth casts a cantrip.

Toxic Breath Attack (Costs 2 Actions)

The fiend breathes out noxious gas in a 30 ft. cone. All creatures in the area must make a successful DC 19 Constitution saving throw or take 18 (4d8) necrotic damage, half damage on a success.

Constrict (Costs 3 Actions)

Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage and the target is grappled (escape DC 19). Until this grapple ends, the creature is restrained. Sloth can only constrict two targets.