Zeond

Tiny fiend (demon), chaotic evil

Armor Class

13

Hit Points

7 (3d4)

Speed

40 ft.

Skills

stealth +5

Damage Resistances

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

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Languages

Abyssal, Common

Challenge

1

Proficiency Bonus

+2

Shapechanger

Zeond can use its action to polymorph into a beast form that resembles a bat (speed 10 feet fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Magic Resistance

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

Actions

Claw (Bite in Beast Form)

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Scare (1/Day)

One creature of Zeond's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if Zeond is within line of sight, ending the effect on itself on a success.

Invisibility

Zeond magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentration on a spell). Any equipment Zeond wears or carries is invisible with it.