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    Labartu

    Large fiend (demon), chaotic evil

    Armor Class 17 (natural armor)

    Hit Points 241 (21d10 + 126)

    Speed 40 ft., climb 40 ft., fly 60 ft. (hover)

    STR 20 (+5) · DEX 18 (+4) · CON 22 (+6) · INT 16 (+3) · WIS 18 (+4) · CHA 18 (+4)

    Saving Throws Dex +8, Con +10, Wis +8, Cha +8

    Skills Arcana +7, Intimidation +8, Perception +8, Stealth +8

    Damage Resistances cold; fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

    Damage Immunities poison

    Condition Immunities poisoned

    Senses darkvision 120 ft., passive Perception 18

    Languages Abyssal, Celestial, Common; telepathy 120 ft.

    Challenge 12 (8,400 XP)

    Traits

    Feverish Aura. A sweltering miasma surrounds Labartu to a distance of 10 feet. A creature that starts its turn in the aura takes 10 (3d6) fire damage and must succeed on a DC 17 Constitution saving throw or be poisoned until the start of its next turn as burning fever races through its veins.

    Magic Resistance. Labartu has advantage on saving throws against spells and other magical effects.

    Magic Weapons. Labartu’s weapon attacks are magical.

    Keen Smell. Labartu has advantage on Wisdom (Perception) checks that rely on smell.

    Actions

    Multiattack. Labartu makes three attacks: two with her Serpent-Whips and one with her Talon.

    Serpent-Whip. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 10 (3d6) poison damage. The target must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature is feverish and can’t regain hit points. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.

    Talon. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage, and the target’s hit point maximum is reduced by an amount equal to the slashing damage taken until it finishes a long rest. The target dies if this reduces its hit point maximum to 0.

    Nightmare Gaze (Recharge 5–6). Labartu fixes her burning eyes on one creature she can see within 60 feet. The target must succeed on a DC 17 Wisdom saving throw or take 33 (6d10) psychic damage and be frightened for 1 minute. A frightened target can repeat the save at the end of each of its turns, ending the effect on itself on a success.

    Bonus Actions

    Predatory Pounce. Labartu leaps up to half her movement without provoking opportunity attacks. If she ends this movement within 5 feet of a creature, she can make one Talon attack against that creature.

    Reactions

    Rip and Tear. When a creature within 10 feet of Labartu misses her with a melee attack, she can make one Serpent-Whip attack against that creature.

    Lore

    An Assyrian witch-demon on a donkey who blights crops, steals children, and mutates victims with her touch.

    Labartu—or in another variant, Lamashtu—translates as “she who erases” or “the annihilator.” In legend, Labartu is regarded as a goddess or demigoddess, possessed of free will and acting outside the direct influence of the great gods.

    In classical imagery, Labartu’s head is that of a lion; long, pointed ears jut upward, and broad, blunt donkey-like teeth clash with the predatory skull. In moments of aggression her jaws snap open in a bestial roar, a long curved tongue lolling out. Her torso is human yet sinewy, the musculature sharply defined, her entire skin cloaked in thick fur. Every limb is built for rending flesh and locking onto prey. Her legs end in the powerful scaled talons of the predator bird Anzu, the hooked claws able to punch through armor. In each hand she grips a writhing, two-headed venomous serpent, used as a living whip or a source of deadly poison. A feverish aura of heat and menace hangs about her.

    From Demonic Bestiary 5E, p. 60 · Fern Flower Press