Monster
Vincent Trench
Outside your table’s allowed sources
Official reference · WDH · 2014
- Creature type
- Fiend
- Size
- Medium
- Armor class
- 16 (natural armor)
- Hit points
- 110 (13d8 + 52)
- Speed
- Walk 40 ft.
- Challenge rating
- 13
- Alignment
- Lawful Evil
- Strength
- 14
- Dexterity
- 17
- Constitution
- 18
- Intelligence
- 13
- Wisdom
- 16
- Charisma
- 20
- Passive Perception
- 13
- Skills
- deception: +10; insight: +8
- Senses
- darkvision 60 ft.
- Languages
- Common, Infernal
- Immunities
- immune: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
- Vulnerabilities
- vulnerable: piercing; note: from magic weapons wielded by good creatures; cond: True
Traits
Vincent can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
Actions
Multiattack
Vincent makes two claw attacks.
Claw
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.
Innate Spellcasting
Vincent's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Vincent can innately cast the following spells, requiring no material components:
At will: detect thoughts, disguise self, mage hand, minor illusion
3/day each: charm person, detect magic, invisibility, major image, suggestion
1/day each: dominate person, fly, plane shift, true seeing