Sire of Insanity

(Guildmasters' Guide to Ravnica)

Huge fiend (demon), Chaotic Evil

Armor Class17 (natural armor)
Hit Points157 (15d12 + 60)
Speed40 ft.
STRDEXCONINTWISCHA
23 (+6) 6 (-2) 19 (+4) 14 (+2) 19 (+4) 22 (+6)
Saving ThrowsCha +10, Con +8, Int +6, Wis +8
SkillsDeception +10, Intimidation +10
Damage Vulnerabilities—
Damage Resistancescold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunitiespoison
Condition Immunitiespoisoned
Sensestruesight 120 ft., passive Perception 14
LanguagesAbyssal, Common, telepathy 120 ft.
Challenge12

Traits

Aura of Mind Erosion.

Any creature that starts its turn within 30 feet of the sire must make a DC 18 Wisdom saving throw. On a successful save, the creature is immune to this aura for the next 24 hours. On a failed save, the creature has disadvantage for 1 minute on Wisdom and Charisma checks and on Wisdom and Charisma saves. At the start of each of its turns, the sire can suppress this aura until the start of its next turn.

Magic Resistance.

The sire has advantage on saving throws against spells and other magical effects.

Actions

Multiattack.

The sire makes two attacks: one with its bite and one with its claws.

Bite.

Melee Attack Roll: +10 to hit, reach 5 ft., one creature. Hit: 25 (3d12 + 6) piercing damage plus 16 (3d10) psychic damage.

Claws.

Melee Attack Roll: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 9 (2d8) psychic damage.

Innate Spellcasting

The sire's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The sire can innately cast the following spells, requiring no material components:

At will: clairvoyance, crown of madness, major image, suggestion

1 each/day: confusion, mass suggestion