Armor Class
17
Orthon
Large Fiend · Lawful Evil
Hit Points
105 (10d10 + 50)
Speed
Walk 30 ft., Climb 30 ft.
CR
10
Traits
Invisibility Field
The orthon can use a bonus action to become . Any equipment the orthon wears or carries is also as long as the equipment is on its person. This invisibility ends immediately after the orthon makes an attack roll or is hit by an attack.
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 () Slashing 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 () Piercing damage, plus one of the following effects:
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1. 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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2. Blindness (1/Day)
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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3. 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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4. Entanglement
The target must make a successful DC 17 Dexterity saving throw or be for 1 hour by strands of sticky webbing. A creature can escape by using an action to make a successful DC 17 Dexterity or Strength check. Any creature other than an orthon that touches the creature must make a successful DC 17 Dexterity saving throw or become similarly .
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5. Paralysis (1/Day)
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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6. 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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1. 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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2. Blindness (1/Day)
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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3. 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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4. Entanglement
The target must make a successful DC 17 Dexterity saving throw or be for 1 hour by strands of sticky webbing. A creature can escape by using an action to make a successful DC 17 Dexterity or Strength check. Any creature other than an orthon that touches the creature must make a successful DC 17 Dexterity saving throw or become similarly .
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5. Paralysis (1/Day)
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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6. 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.
Reactions
Explosive Retribution
When it is reduced to 15 hit points or fewer, the orthon causes itself to explode. 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. This explosion destroys the orthon, its infernal dagger, and its brass crossbow.