Monster
Monastery of the Distressed Body Grand Master
Outside your table’s allowed sources
Official reference · LLK · 2014
- Creature type
- Fiend
- Size
- Large
- Armor class
- 19 (natural armor)
- Hit points
- 142 (15d10 + 60)
- Speed
- Walk 40 ft., Fly 40 ft.
- Challenge rating
- 9
- Alignment
- Lawful Evil
- Strength
- 18
- Dexterity
- 16
- Constitution
- 18
- Intelligence
- 13
- Wisdom
- 14
- Charisma
- 16
- Passive Perception
- 12
- Saving Throws
- int: +5; wis: +6; cha: +7
- Skills
- deception: +7; insight: +6
- Senses
- darkvision 120 ft.
- Languages
- Infernal, telepathy 120 ft.
- Resistances
- cold, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks that aren't silvered; cond: True
- Immunities
- fire, poison
- Condition Immunities
- poisoned
Traits
Vorpal Claws
Shards of a vorpal sword once broken against the Grand Master replace its claws. A successful DC 12 Intelligence (Arcana) or Wisdom (Perception) check identifies them as such. When the Grand Master rolls a 20 on an attack roll with a claw, the target is decapitated. (At your option, the attack can instead deal an extra 6d8 slashing damage.) A target is immune to this effect if it is immune to slashing damage, has legendary actions, doesn't have or need a head, or if you decide that the target is too large for its head to be cut off by the Grand Master's claws. If removed, the shards lose their magical powers.
Teleportation Bracelets
Local teleportation-field bracelets encircle the Grand Master's arms and tail. These devices allow the Grand Master to make its claw and sting attacks remotely, though still on the Grand Master's turn and using its actions.
Magical darkness doesn't impede the Grand Master's darkvision.
Magic Resistance
The Grand Master has advantage on saving throws against spells and other magical effects.
Actions
Multiattack
The Grand Master makes three attacks: two with its claws and one with its sting.
Claw
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Sting
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.