Ardentivores are vile, loathsome beasts of the Hells, creatures which lure and devour the faithful. In form, they resemble a vast, elongated vertical maw, with three pairs of arms and a set of writhing tentacles in place of hair. While their mannerisms are those of pilgrims, worshipiing reliquaries and flagellating, they are entirely faleshoods, designed to attract and lure prey.
Statistics Ardentivore Medium fiend (devil), lawful evil Armour Class 13 (natural armour) Hit Points 36 (8d8) Speed 20ft. Str 14 (+2); Dex 9 (-1); Con 11 (+0); Int 16 (+3); Wis 14 (+2); Cha 17 (+3) Saving Throws Int +5, Wis +4, Cha +5 Skills Deception +5, Insight +5, Religion +5 Damage Resistances cold; bludegoning, piercing and slashing from nonmagical attacks not made with silvered weapons Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120ft., passive Perception 12 Languages Infernal, telepathy 120ft. Challenge 3 (700 xp) Devil's Sight. Magical darkness doesn't impede the ardentivore's darkvision. Magic Resistance. The ardentivore has advantage on saving throws against spells and other magical effects. Actions Multiattack. The ardentivore makes two grasp attacks, and may make a bite attack as a bonus action against a grappled target. Grasp. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 7 (1d8+2) bludgeoning damage, and the target gains the grappled condition. Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 15 (3d8+2) bludgeoning and piercing damage. Suggestion. The ardentivore can cast Suggestion once per round. Also posted on Game Masters Stash on 14 May 2020. Comments are closed.
|
AuthorI'm Luke. He/him pronouns. Archives
May 2022
Categories
All
|