Exalted Shadow Demon

Medium fiend (demonoid), chaotic evil


  • Armor Class 15
  • Hit Points 104 (16d8 + 32)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
5 (-3) 20 (+5) 14 (+2) 16 (+3) 15 (+2) 17 (+3)

  • Saving Throws Dex +9, Cha +7
  • Skills Deception +7, Persuasion +7, Stealth +9
  • Damage Vulnerabilities radiant
  • Damage Resistances acid, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold, lightning, poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses passive Perception 12
  • Languages Abyssal, telepathy 120 ft.
  • Challenge 10 (5,900 XP)

Incorporeal. The demon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Light Sensitivity. While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Shadow Stealth. While in dim light or darkness, the demon can take the Hide action as a bonus action.

Actions

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) psychic damage, or, if the demon had advantage on the attack roll, 19 (4d6 + 5) psychic damage.

Hypnosis. The demon attempts to charm a humanoid it can see within 30 ft. The targeted creature must make a DC 15 Wisdom saving throw, and does so with advantage if the demon or its allies are fighting it. If the creature fails the saving throw, it is charmed by the demon until the spell ends or until the demon or its allies do anything harmful to it. The charmed creature regards the demon as a friendly acquaintance. When the spell ends, the creature knows it was charmed by the demon.

Word of Command. The demon speaks a one-word command to a creature it can see within 60 ft. The target must succeed on a DC 15 Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand the demon's language, or if the command is directly harmful to it.

    Some typical commands and their effects follow. The demon might issue a command other than one described here. If it does so, the DM determines how the target behaves. If the target can't follow the command, the spell ends.

    Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of the demon.

    Drop. The target drops whatever it is holding and then ends its turn.

    Flee. The target spends its turn moving away from the demon by the fastest available means.

    Grovel. The target falls prone and then ends its turn.

    Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.