Monster
Abveku
Outside your table’s allowed sources
Official reference · AUD · 2014
- Creature type
- Fiend
- Size
- Medium
- Armor class
- 17
- Hit points
- 209 (22d8 + 110)
- Speed
- Walk 40 ft.
- Challenge rating
- 14
- Alignment
- Chaotic Evil
- Strength
- 16
- Dexterity
- 22
- Constitution
- 20
- Intelligence
- 17
- Wisdom
- 18
- Charisma
- 15
- Passive Perception
- 19
- Initiative
- +11
- Saving Throws
- str: +8; dex: +11; int: +8; wis: +9
- Skills
- acrobatics: +11; perception: +9; stealth: +16
- Languages
- Abyssal; telepathy 120 ft.
- Resistances
- cold, fire, lightning
- Immunities
- poison
- Condition Immunities
- poisoned
Traits
Demonic Restoration
If the abveku dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
The abveku has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack
The abveku makes four Scything Claw attacks and uses Mesmerizing Dance if available.
Scything Claw
Melee Attack: +11, reach 10 ft. Hit: 19 (3d8 + 6) Slashing damage.
Mesmerizing Dance (Recharge 5–6)
Wisdom Saving Throw: DC 18, each creature within a 20-foot Emanation originating from the abveku. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Bonus actions
Shadow Stealth
While in Dim Light or Darkness, the abveku takes the Hide action.
Reactions
Trigger: The abveku is hit by a melee attack roll. Response: The abveku adds 5 to its AC against that attack, possibly causing it to miss.