DUMB DECISION TTRPG · Library

Displacer Fiend

Large fiend, Neutral Evil

Armor Class 16 (natural armor)

Hit Points 135 (18d10 + 36)

Speed 40 ft.

STR 17 (+3)
DEX 19 (+4)
CON 14 (+2)
INT 8 (-1)
WIS 13 (+1)
CHA 10 (+0)

Saving Throws STR +7, DEX +8

Skills Acrobatics +8, Athletics +7, Perception +5, Stealth +12

Damage Resistances fire, poison

Condition Immunities charmed, frightened

Senses darkvision 120 ft., passive Perception 15

Languages

Challenge 9

Avoidance. If the displacer fiend is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Displacement. The displacer fiend projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer fiend is incapacitated or has a speed of 0.

Actions

Multiattack. The displacer fiend makes three Tentacle attacks. It can replace one of the attacks with a Bite attack.

Tentacle. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) piercing damage plus 7 (2d6) necrotic damage.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 23 (3d12 + 4) piercing damage, and the target's Dexterity score is reduced by 2 (1d4). The target is killed if this reduces its Dexterity to 0. The reduction lasts until the target finishes a short or long rest.

Bonus Actions

Shadowhop. While in dim light or darkness, the displacer fiend can teleport up to 60 feet, provided its destination is also in dim light or darkness.

Source

CoA, p. 240