Spree
Small Fiend chaotic evil
- Armor Class: 15 (natural armor)
- Hit Points: 84 (13d6+39)
- Speed: walk 30 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: Creature Codex, page 91
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 11 (+0) |
17 (+3) |
16 (+3) |
10 (+0) |
8 (-1) |
15 (+2) |
- Saving Throws: Dex +6, Wis +2
- Skills:
- Damage Immunities: poison
- Damage Resistances: cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities: frightened, poisoned
- Senses: darkvision 60 ft., passive Perception 9
- Languages: Abyssal, Common, Gnomish
Special Abilities
- Frothing Rage: The spree demon has advantage on attacks if it saw another spree demon make a successful attack within the last minute.
- Spree Madness: If a creature confused by the spree demon's claw attack reduces a target to 0 hp, the confused creature must make a successful DC 14 Wisdom saving throw or gain a short-term madness (see the System Reference Document 5.1). If a creature fails this saving throw again while already suffering from a madness, it gains a long-term madness instead.
Actions
- Multiattack: The spree demon makes two claw attacks. If both attacks hit the same target, the target must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. While frightened this way, the creature believes it has shrunk to half its normal size. All attacks against the creature do an extra 7 (2d6) psychic damage, and the creature's attacks do half damage. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 10 (3d6) poison damage, and the creature must make a DC 14 Constitution saving throw. On a failure, the target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn for 1 minute. This works like the confusion spell. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
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