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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Spree/

Spree

Spree

Small fiend, chaotic evil
  • Armor Class 15 (natural armor)
  • Hit Points 84 (13d6+39)
  • Speed 30 ft.
  • STR
    11 (+0)
  • DEX
    17 (+3)
  • CON
    16 (+3)
  • INT
    10 (+0)
  • WIS
    8 (-1)
  • CHA
    15 (+2)
  • Saving Throws Dex +6, Wis +2
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities frightened, poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Abyssal, Common, Gnomish
  • Challenge 5 (1,800 XP)
  • 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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