Spree
Small Fiend (demon), chaotic evil (CR 5)Armor Class 15 natural armor
Hit Points 84 (13d6+39)
Speed 30 ft.
11 (+0)
17 (+3)
16 (+3)
10 (+0)
8 (-1)
15 (+2)
Skills
Senses darkvision 60 ft., passive Perception 9
Languages Abyssal, Common, Gnomish
Challenge Rating 5
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.
sizeSmall
typeFiend
group
alignmentchaotic evil
strength_save
dexterity_save6
constitution_save
intelligence_save
wisdom_save2
charisma_save
perception
damage_vulnerabilities
damage_resistancescold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
damage_immunitiespoison
condition_immunitiesfrightened, poisoned
cr5
reactions
legendary_desc
legendary_actions
special_abilitiesname: Frothing Rage,desc: The spree demon has advantage on attacks if it saw another spree demon make a successful attack within the last minute.,name: Spree Madness,desc: 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.
spell_list
page_no91
document__license_urlhttp://open5e.com/legal
document__slugcc
document__titleCreature Codex
document__urlhttps://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/
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Creature Codex, page no. 91