Using My Monsters

Friday, 14 August 2015

Artaaglith (Goat Daemon) – Medium Fiend (Daemon) - CR 4

Ghostwalk was a good idea, that for me and mine, never quite delivered. However, it did contain some pretty cool monsters, and as I prepared for my games, this little beastie leaped out at me (swinging a putrid flail of pitted black metal and bone). A foot soldier of Orcus, these critters are fairly good spell casters, and (in my version) can seriously ruin your hit point total. They have a bunch of resistances and immunities, and to be frank, and quite vicious for their CR (yes, I worked it out right).

Anyway, if you need another daemon to add to your collection, here you go!

Artaaglith (Goat Daemon) – Medium Fiend (Daemon)
(Chaotic Evil)

A.C. 15 (Natural Armour)
Hpts: 52 (8d8+16) [24 - 80]
Speed: 30'
Initiative: +1
Proficiency Bonus: +3

Str: 14 (+2 ) Dex: 13 (+1 ) Con: 15 (+2 ) Int: 13 (+1 ) Wis: 14 (+2 ) Cha: 13 (+1)

Skills: Religion +4

Damage Resistances: Acid, Cold, Fire
Damage Immunity: Lightning, Poison, Necrotic ;Slashing, Piercing and Bludgeoning from non-magical weapons that are not made from cold iron
Condition Immunity: Poisoned
Damage Vulnerability: Radiant

Senses: Darkvision 120'; Passive Perception: 12

Language: Telepathy 100'

CR: 4 (1,100 xp)


Spell Resistance: The Artaaglith has advantage on saving throws against spells and spell like effects.

Spell Like Abilities: Spell casting attribute is Wisdom (Save D.C. 13, Spell Attack +5).

1/short or long rest: Animate Dead, Fear, Hallow, Stinking Cloud

It is also a 5th level Cleric

Cantrips (4): Eldritch Blast, Sacred Flame*, Guidance, Chill Touch
1st Level (4): Protection From Evil and Good, Inflict Wounds
2nd Level (3): Flaming Sphere*, Hold Person, Silence
3rd Level (2): Dispel Magic, Spirit Guardians
* Inflicts Necrotic rather than its normal damage type.


Artaaglith makes two Festering Flail attacks.

Festering Flail: Melee weapon attack, Reach 5',One Target; +5 to hit, Hit: 6 (1d8+2) Bludgeoning +7 (2d6) Necrotic damage. Hit 3+: Target must make a D.C. 13 Constitution save, or their total hit points are reduced by an amount equal to the necrotic damage inflicted until the end of their next long rest. If this reduces their total hit points to 0 or less, they die and rise as a Wraith under the daemon's control at the start of the next round.

Turn Undead (3/ Short or Long rest) : The daemon can use Channel Divinity: Turn Undead.

"So I said...heh....'I didn't mean to get your goat!' and he said..."
"No, no man, don't finish your joke, just shut up dude...please....shut up."
- My experience almost every day

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