Sire of Insanity

Huge fiend (demon), Chaotic Evil

Armor Class

17 (natural armor)

Hit Points

157 (15d12+60)

Speed

walk 40 ft.

Saves

Con +8, Int +6, Wis +8, Cha +10

Skills

Deception +10, Intimidation +10

Damage Resistances

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

Damage Immunities

poison

Condition Immunities

poisoned

Senses

truesight 120 ft.

Languages

Abyssal, Common, telepathy 120 ft.

Challenge

12

Aura of Mind Erosion

Any creature that starts its turn within 30 feet of the sire must make a DC 18 Wisdom saving throw. On a successful save, the creature is immune to this aura for the next 24 hours. On a failed save, the creature has disadvantage for 1 minute on Wisdom and Charisma checks and on Wisdom and Charisma saves. At the start of each of its turns, the sire can suppress this aura until the start of its next turn.

Magic Resistance

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

Innate Spellcasting

The sire's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The sire can innately cast the following spells, requiring no material components: • At will: clairvoyance, crown of madness, major image, suggestion • 1/Day each: confusion, mass suggestion

Actions

Multiattack

The sire makes two attacks: one with its bite and one with its claws.

Bite

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 6) piercing damage plus 16 (3d10) psychic damage.

Claws

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 9 (2d8) psychic damage.