monsters fiend cr-5-10 Tome of Beasts

Spawn Of Arbeyach

Medium Fiend, CR 5. From Tome of Beasts.

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Spawn Of Arbeyach

Medium Fiend (devil), lawful evil

Armor Class 17 (natural armor)

Hit Points 78 (12d8+24)

Speed 40 ft., climb 20 ft.

STR
18 (+4)
DEX
15 (+2)
CON
15 (+2)
INT
10 (+0)
WIS
13 (+1)
CHA
12 (+1)

Saving Throws Wis +4

Skills Perception +4, Stealth +5

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14

Languages Infernal

Challenge 5 (1,800 XP)

Hive Mind. Spawn of Arbeyach share a bond with other members of their hive that enhances their hive mates' perception. As long as a spawn is within 60 feet of at least one hive mate, it has advantage on initiative rolls and Wisdom (Perception) checks. If one spawn is aware of a particular danger, all others in the hive are, too. No spawn in a hive mind is surprised at the beginning of an encounter unless all of them are.
Innate Spellcasting. The spawn of Arbeyach's spellcasting ability is Charisma. The Spawn of Arbeyach can innately cast the following spells, requiring no material components: 1/day: conjure animals (only swarms of insects) Scent Communication. Spawn of Arbeyach can communicate with each other and all swarms of insects within 60 feet via pheromone transmission. In a hive, this range extends to cover the entire hive. This is a silent and instantaneous mode of communication that only Arbeyach, spawn of Arbeyach, and swarms of insects can understand. As a bonus action, the spawn of Arbeyach can use this trait to control and give orders to one swarm of insects within 60 feet.

Actions

Multiattack. A Spawn of Arbeyach makes one bite attack and two stinger attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 4 (1d8) poison damage.
Stinger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 9 (2d8) poison damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

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