0/0

    Leonard

    Huge fiend (demon), chaotic evil

    Armor Class 21 (natural armor)

    Hit Points 492 (24d20 + 240)

    Speed 50 ft., fly 80 ft. (hover), climb 40 ft.

    STR 24 (+7) · DEX 20 (+5) · CON 24 (+7) · INT 22 (+6) · WIS 22 (+6) · CHA 26 (+8)

    Saving Throws Dex +13, Con +15, Wis +14, Cha +16

    Skills Arcana +14, Deception +16, Insight +14, Perception +14, Persuasion +16, Stealth +13

    Damage Vulnerabilities radiant, holy water, salt (see Salt Banishment)

    Damage Resistances cold; fire; necrotic; bludgeoning, piercing, and slashing from magic weapons

    Damage Immunities lightning, poison, psychic; bludgeoning, piercing, and slashing from non-magical attacks

    Condition Immunities charmed, exhaustion, frightened, poisoned

    Senses truesight 120 ft., passive Perception 24

    Languages all, telepathy 120 ft.

    Challenge 25 (75,000 XP)

    Traits

    Legendary Resistance (3/Day). If Leonard fails a saving throw, he can choose to succeed instead.

    Shapechanger. Leonard can use his action to polymorph into a Medium humanoid (AC 17), a Huge raven (fly speed 120 ft.), a Huge black bull (Speed 60 ft.; Charge, see Actions), a Large black hound (Speed 60 ft.; Keen Hearing and Smell), or an old legless tree trunk (Speed 0 ft.; advantage on Dexterity [Stealth] checks made to hide while motionless). His statistics are the same in each form except for speed and special movement. Any equipment he is carrying or wearing melds into the new form.

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

    Antimagic Command Aura. Leonard projects a 60-foot-radius aura of crackling black energy. While in the aura, allied creatures that Leonard chooses have advantage on saving throws against spells, and they have resistance to damage dealt by spells. The aura is suppressed while Leonard is incapacitated.

    Salt Banishment. If Leonard is struck by an attack that incorporates at least 1 pound of salt or by a flask of holy water, he takes an additional 22 (4d10) radiant damage and the antimagic command aura is suppressed until the end of his next turn.

    Innate Spellcasting. Leonard’s spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

    At will: detect magic (PHB, p. 231/262), darkness (PHB, p. 230/260), disguise self (PHB, p. 233/262)

    3/day: blight (PHB, p. 219/247), counterspell (PHB, p. 228/258), greater invisibility (PHB, p. 246/281), dimension door (PHB, p. 233/262)

    1/day: power word stun (PHB, p. 267/306), meteor swarm (PHB, p. 259/298)

    Sunlight Sensitivity. While in sunlight, Leonard has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.

    Actions

    Multiattack. Leonard uses Brand of the Black Horn and makes three attacks with his Rapier of Storms.

    Rapier of Storms. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) piercing damage plus 45 (10d8) lightning damage.

    Brand of the Black Horn. Melee Spell Attack: +16 to hit, reach 5 ft., one creature. Hit: 66 (12d10) necrotic damage, and Leonard regains hit points equal to the necrotic damage dealt. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken; the reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

    Charge (Bull Form Only). If Leonard moves at least 30 feet straight toward a creature and then hits it with a horn attack on the same turn, the target takes an extra 22 (4d10) bludgeoning damage and must succeed on a DC 23 Strength saving throw or be pushed up to 15 feet and knocked prone.

    Teleport (Recharge 4–6). Leonard magically teleports, along with any equipment he is wearing or carrying, up to 1 mile to an unoccupied space he can see.

    Bonus Actions

    Shifting Shadows. Leonard turns invisible until the start of his next turn, or until immediately after he makes an attack roll.

    Command the Sabbat. One creature allied with Leonard that he can see within 60 feet can use its reaction to make one weapon attack or move up to its speed.

    Reactions

    Parry. Leonard adds +4 to his AC against one melee attack that would hit him. To do so, Leonard must see the attacker and be wielding his rapier.

    Legendary Actions

    Leonard can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Leonard regains spent legendary actions at the start of his turn.

    Rapier Attack. Leonard makes one Rapier of Storms attack.

    Cast a Spell (Costs 2 Actions). Leonard casts an at-will or 3/day innate spell.

    Crackling Teleport (Costs 2 Actions). Leonard teleports up to 60 feet to an unoccupied space he can see. Each creature Leonard chooses that is within 10 feet of the space he left or the space he appears in must succeed on a DC 23 Dexterity saving throw or take 18 (4d8) lightning damage.

    Polymorph Shift (Costs 3 Actions). Leonard changes into one of his alternate forms or back into his true form.

    Lore

    The black goat master of the sabbat who leads witches and grants allies magic resistance.

    Within the vast and grim pantheon of infernal entities, Leonard is classified as a first-order demon and bears a host of titles that mirror his influence: Grand Master of witches’ sabbaths, Chief Inspector of black magic and sorcery, as well as Marquis and Knight of the Order of the Fly. In Jacques-Auguste-Simon Collin de Plancy’s “Infernal Dictionary” he appears under the name “The Black Man.”

    His true form is that of an anthropomorphic goat: from the waist up, a torso covered in coarse hair. The demon’s head is a terrifying sight—a black human or chimeric face (sometimes described with fox-like features) crowned by three massive horns. The central horn is often used as a sacred tool to brand new acolytes who devote themselves to the black arts. Leonard’s eyes are said to blaze—bloodshot—casting a dim infernal glow that slices through the night.

    From Demonic Bestiary 5E, p. 62 · Fern Flower Press