Armor Class
17
Orthon
Large Fiend · Lawful Evil
Hit Points
105 (10d10 + 50)
Speed
Walk 30 ft., Climb 30 ft.
CR
10
Traits
Magic Resistance
The orthon has advantage on saving throws against spells and other magical effects.
Actions
Infernal Dagger
Melee Weapon Attack +10 to hit, reach 5 ft., one target. 11 () Force damage, and the target must make a DC 17 Constitution saving throw, taking 22 () Poison damage on a failed save, or half as much damage on a successful one. On a failure, the target is for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Brass Crossbow
Ranged Weapon Attack +7 to hit, range 100/400 ft., one target. 14 () Force damage. The target also suffers one of the following effects of the orthon's choice; the orthon can't use the same effect two rounds in a row:
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Acid
The target must make a DC 17 Constitution saving throw, taking an additional 17 () Acid damage on a failed save, or half as much damage on a successful one.
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Blindness
The target takes 5 () Radiant damage. In addition, the target and all other creatures within 20 feet of it must each make a successful DC 17 Dexterity saving throw or be until the end of the orthon's next turn.
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Concussion
The target and each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 13 () Thunder damage on a failed save, or half as much damage on a successful one.
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Entanglement
The target must make a successful DC 17 Dexterity saving throw or be for 1 hour by strands of sticky webbing. The target can escape by taking an action to make a DC 17 Strength or Dexterity check and succeeding.
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Paralysis
The target takes 22 () Lightning damage and must make a successful DC 17 Constitution saving throw or be for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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Tracking
For the next 24 hours, the orthon knows the direction and distance to the target, as long as it's on the same plane of existence. If the target is on a different plane, the orthon knows which one, but not the exact location there.
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Acid
The target must make a DC 17 Constitution saving throw, taking an additional 17 () Acid damage on a failed save, or half as much damage on a successful one.
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Blindness
The target takes 5 () Radiant damage. In addition, the target and all other creatures within 20 feet of it must each make a successful DC 17 Dexterity saving throw or be until the end of the orthon's next turn.
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Concussion
The target and each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 13 () Thunder damage on a failed save, or half as much damage on a successful one.
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Entanglement
The target must make a successful DC 17 Dexterity saving throw or be for 1 hour by strands of sticky webbing. The target can escape by taking an action to make a DC 17 Strength or Dexterity check and succeeding.
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Paralysis
The target takes 22 () Lightning damage and must make a successful DC 17 Constitution saving throw or be for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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Tracking
For the next 24 hours, the orthon knows the direction and distance to the target, as long as it's on the same plane of existence. If the target is on a different plane, the orthon knows which one, but not the exact location there.
Bonus Actions
Invisibility Field Recharge 4
The orthon becomes . Any equipment it wears or carries is also as long as the equipment is on its person. This invisibility ends immediately after it makes an attack roll or is hit by an attack roll.
Reactions
Explosive Retribution
In response to dropping to 15 hit points or fewer, the orthon explodes. All other creatures within 30 feet of it must each make a DC 17 Dexterity saving throw, taking 9 () Fire damage plus 9 () Thunder damage on a failed save, or half as much damage on a successful one. The orthon, its infernal dagger, and its brass crossbow are destroyed.