Protato
2018-06-17, 11:17 AM
In a game I'm co-DMing, one of the recurring threats is known as Clothos, a powerful Archfey with the power to cut the silver cord of another being, and has command over demons. However, I don't think Fey are usually known for having demonic minions. If a Fey does, how would they gain them? Also, worth noting is that Clothos was trapped in Pandaemonium, but she returned to the material world because the realm of Pandaemonium had "fused" with the in-game world after the summoning of Tharizdun (long story). I'm just wondering what this might mean for her lore-wise, really. Additionally, she has no CR right now, and I'm rather novice at creating statblocks myself, so I figured the forum might be a good place to turn to when asking about a creature's CR.
Large Fey Abomination, Chaotic Evil
Survivability
AC 18 Natural
HP 182
30ft. speed, 60ft. flight speed
Stats
10/18/16/19/18/22
Charisma Save: +14
Skills: Arcana +7, Deception +12, Insight +7, Perception +7, Persuasion +12
Damage Resistance: Fire, Cold, Lightning, Radiant, Psychic, Nonmagic Weapons
Damage Immunity: Poison
Condition Immunity: Prone, Charm, Poison
Senses: Passive 17, Truesight 120ft.
Languages: Common, Elvish, Abyssal, Infernal, Dwarvish, Sylvan
Innate Spellcaster: DC17, +9 to hit. Uses Charisma.
Magic Resist: Advantage versus spell saving throws.
Call of Pleasant Memories: Once per round upon getting attacked, Clothos summons a manifestation of the memory (stats of a doppelganger) to take the appearance of someone from the attacks past that they remember fondly.
Actions
Claw: +7 to hit, 5ft. reach, 2d6+4 (11 average) Slash damage
Charming Illusion: Clothos can charm 1 creature within 30ft of her. Target must make a DC 17 wisdom save or be charmed. If Clothos tells the creature to harm itself, repeat the saving throw. Succeeding a saving throw makes target immune to Clothos' charm for 24 hours.
Draining Kiss: Clothos kisses a charmed or willing creature. Target must make a DC17 con save or take 4d10+4 psychic damage. Half damage on a successful save. Clothos heals equal to damage done. If target reaches 0 HP from this attack they are dead. If target dies from this attack and the health gained goes over the max HP, increase max HP.
Cut the Silver Cord (Recharge on 6): Clothos pulls a string out of a target creature and cuts it. Target Creature makes a DC 17 con saving throw. On a failed save the target takes 8d10+4 damage. If this attack drops creatures HP down to zero, target creature is dead and cannot make a death saving throw.
Dark Delirium (Recharge on 4): Clothos sends target to an illusory world and must make a Wisdom saving throw with a DC of 17. On a failed save the creature is charmed or frightened for 1 minute. This effect ends early if target takes damage.
Reactions
Misty Escape: When Clothos takes damage she can teleport 60ft away.
Legendary Actions: Clothos has three Legendary Actions.
Recharge (1 Action spent): Clothos recharges all resources spent except HP and Legendary Actions.
Misty Bomb: Clothos throws a green orb that explodes into mist. The mist expands by 20ft, anyone in the mist cannot see and must make a DC 17 con save. A failed save results 4d8+6 poison damage for every turn starting in the mist and target becomes badly poisoned taking 1d8 damage until they use an action make a DC 17 medicine check or wait 10 minutes. Take half damage and do not get poisoned on a successful save.
Spellcasting: 3 level one slots, 2 level two and three slots, one slot for levels four through nine
L1: Charm Person (At Will), Burning Hands (At Will), Disguise Self, Hideous Laughter
L2: None
L3: Fear, Vampiric Touch
L4: Polymorph
L5: Cone of Cold
L6: None
L7: Mirage Arcane
L8: None
L9: None
Large Fey Abomination, Chaotic Evil
Survivability
AC 18 Natural
HP 182
30ft. speed, 60ft. flight speed
Stats
10/18/16/19/18/22
Charisma Save: +14
Skills: Arcana +7, Deception +12, Insight +7, Perception +7, Persuasion +12
Damage Resistance: Fire, Cold, Lightning, Radiant, Psychic, Nonmagic Weapons
Damage Immunity: Poison
Condition Immunity: Prone, Charm, Poison
Senses: Passive 17, Truesight 120ft.
Languages: Common, Elvish, Abyssal, Infernal, Dwarvish, Sylvan
Innate Spellcaster: DC17, +9 to hit. Uses Charisma.
Magic Resist: Advantage versus spell saving throws.
Call of Pleasant Memories: Once per round upon getting attacked, Clothos summons a manifestation of the memory (stats of a doppelganger) to take the appearance of someone from the attacks past that they remember fondly.
Actions
Claw: +7 to hit, 5ft. reach, 2d6+4 (11 average) Slash damage
Charming Illusion: Clothos can charm 1 creature within 30ft of her. Target must make a DC 17 wisdom save or be charmed. If Clothos tells the creature to harm itself, repeat the saving throw. Succeeding a saving throw makes target immune to Clothos' charm for 24 hours.
Draining Kiss: Clothos kisses a charmed or willing creature. Target must make a DC17 con save or take 4d10+4 psychic damage. Half damage on a successful save. Clothos heals equal to damage done. If target reaches 0 HP from this attack they are dead. If target dies from this attack and the health gained goes over the max HP, increase max HP.
Cut the Silver Cord (Recharge on 6): Clothos pulls a string out of a target creature and cuts it. Target Creature makes a DC 17 con saving throw. On a failed save the target takes 8d10+4 damage. If this attack drops creatures HP down to zero, target creature is dead and cannot make a death saving throw.
Dark Delirium (Recharge on 4): Clothos sends target to an illusory world and must make a Wisdom saving throw with a DC of 17. On a failed save the creature is charmed or frightened for 1 minute. This effect ends early if target takes damage.
Reactions
Misty Escape: When Clothos takes damage she can teleport 60ft away.
Legendary Actions: Clothos has three Legendary Actions.
Recharge (1 Action spent): Clothos recharges all resources spent except HP and Legendary Actions.
Misty Bomb: Clothos throws a green orb that explodes into mist. The mist expands by 20ft, anyone in the mist cannot see and must make a DC 17 con save. A failed save results 4d8+6 poison damage for every turn starting in the mist and target becomes badly poisoned taking 1d8 damage until they use an action make a DC 17 medicine check or wait 10 minutes. Take half damage and do not get poisoned on a successful save.
Spellcasting: 3 level one slots, 2 level two and three slots, one slot for levels four through nine
L1: Charm Person (At Will), Burning Hands (At Will), Disguise Self, Hideous Laughter
L2: None
L3: Fear, Vampiric Touch
L4: Polymorph
L5: Cone of Cold
L6: None
L7: Mirage Arcane
L8: None
L9: None