*Medium Fiend (Demon), chaotic evil* *** > **Armor Class** 13 > **Hit Points** 32 > **Speed** 50 ft. fly (hover) > **CR** 2 (450 XP) *** | **Str** | **Dex** | **Con** | **Int** | **Wis** | **Cha** | | :-----: | :-----: | :-----: | :-----: | :-----: | :-----: | | 3 (-4) | 16 (+3) | 14 (+2) | 10 (+0) | 10 (+0) | 11 (+0) | *** > **Senses** Darkvision 60 ft., passive Perception 10 > **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, slashing, and piercing from non-magical attacks > **Damage Immunities** necrotic, poison > **Condition Immunities** <abbr title="A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has advantage on any ability check to interact socially with the creature.">charmed</abbr>, <abbr title="Level 1: Disadvantage on ability checks. Level 2: Speed halved. Level 3: Disadvantage on attacks and saving throws. Level 4: Hit Point maximum halved. Level 5: Speed reduced to 0. Level 6: Death.">exhaustion</abbr>, <abbr title="A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. The condition ends if the grappler is incapacitated (see the condition). The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.">grappled</abbr>, <abbr title="A paralyzed creature is incapacitated (see the condition) and can’t move or speak. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage. Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.">paralyzed</abbr>, <abbr title="A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings. Attack rolls against the creature have advantage. The creature automatically fails Strength and Dexterity saving throws. The creature has resistance to all damage. The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.">petrified</abbr>, <abbr title="A poisoned creature has disadvantage on attack rolls and ability checks.">poisoned</abbr>, <abbr title="A prone creature’s only movement option is to crawl unless it stands up and thereby ends the condition. The creature has disadvantage on attack rolls. An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.">prone</abbr>, <abbr title="A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage. The creature has disadvantage on Dexterity saving throws.">restrained</abbr>, <abbr title="An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings The creature drops whatever it’s holding and falls prone. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage. Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.">unconscious</abbr> > **Proficiency Bonus** +2 *** **Hallucinatory.** The Dream Haunt deals an additional 7 (2d6) damage to creatures with the <abbr title="A hallucinating creature has disadvantage on perception and insight checks. A hallucinating creature gains vulnerability to psychic damage.">hallucinating</abbr> condition. **Incorporeal Movement.** The Dream Haunt can move freely through other creatures and objects. If the Dream Haunt ends its turn within an object or creature it takes 5 (1d10) force damage. ##### Actions **Spectral Slash.** *Melee Weapon Attack.* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) force damage and the target must make a DC 10 Wisdom saving throw. On a failed saving throw, the target is <abbr title="A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can’t willingly move closer to the source of its fear.">frightened</abbr> until the end of its next turn.