Horned Daughter of Famine

Horned Daughter of Famine

Medium fiend (devil), lawful evil
Armor Class 17 (natural armor)
Hit Points 204 (24d8 + 96)
Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 18 (+4) 14 (+2) 14 (+2) 20 (+5)

Saving Throws Dex +7, Con +8, Int +6, Wis +6, Cha +9
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities acid, poison
Damage Vulnerabilities fire
Condition Immunities poisoned
Senses passive Perception 12
Languages Infernal
Challenge 13 (10,000 XP)

Actions

Multiattack. The Horned Daughter of Famine makes two beetle-wing claw or two wand of the locust caller attacks.

Beetle-Wing Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 29 (6d8 + 2) slashing damage, and the target must make a DC 11 Strength saving throw or be pushed into the nearest pool of eldritch titan bile.

Wand of the Locust Caller. Ranged Spell Attack: +7 to hit, range 30 ft., one target. Hit: 27 (6d8) poison damage, and the target must make a DC 16 Constitution saving throw or gain one level of exhaustion.

Strangling Roots of Minauros. The Horned Daughter of Famine speaks an infernal power word, summoning a tangle of malevolent black roots from the Hells. The Horned Daughter chooses a point she can see within 30 feet of her; each creature in a 10-foot-radius centered on that point must make a DC 16 Strength saving throw. Creatures that fail their saving throw take 27 (6d8) bludgeoning damage and are restrained for 1 minute, while creatures that succeed take half as much damage and are not restrained. A restrained creature is entitled to a saving throw at the end of each of its turns to break free.

Hail of Mutated Livestock Corpses (Recharge 6 while at least one character has levels of exhaustion). The Horned Daughter of Famine chooses a point she can see within 30 feet of her; each character in a 20-foot-radius centered on that point must make a DC 16 Dexterity saving throw or be pummeled by falling mutated livestock corpses for 36 (8d8) bludgeoning damage and 36 (8d8) poison damage. Creatures that succeed on their saving throw take half as much damage.

Summon Nail Wraiths (1/Day). The first time the Horned Daughter of Famine is reduced to 100 hit points or fewer, she summons one nail wraith (use statistics for swarm of insects from the 5th edition rules) for each memorial mask the characters displayed on the Nailing Wall (Area 2). The memorial masks hover in front of each nail wraith where its face would be. On a nail wraith’s melee attack, its target must succeed on a saving throw (as listed below) or suffer an additional condition, depending on the cause of death carved onto the mask:
Famine: Restrained (DC 16 Dexterity saving throw)
Pestilence: Poisoned (DC 16 Constitution saving throw)
War: Frightened (DC 16 Wisdom saving throw)

Reactions

Glyph of Contagion (1/Day). When a creature the Horned Daughter of Famine can see suffers an eldritch titan bile mutation, she brands that mutated creature with an infernal glyph. If that creature’s mutation is not cured by the end of its next turn, the mutated creature explodes as the cloudkill spell.

Seed the Cursed Grove (2/Day). When the Horned Daughter of Famine slays a creature with her Strangling Roots of Minauros attack, that creature is transformed into a statue carved from aphid-blighted petrified wood. The affected creature must choose the pose in which it is petrified: defiant, submissive, or mournful. The Horned Daughter of Famine gains a boon, depending on the chosen pose:
Defiant pose. Advantage on her next saving throw.
Submissive pose. Steal one Sacred Augury card from the players.
Mournful pose. Advantage on her next attack roll.

Ritual Chant of the Wailing Lepers (1/Day). When the Horned Daughter of Famine is first reduced to 100 hit points in an encounter, she begins a ritual chant, attempting to deny the characters their victory. The characters then have one minute to collectively sacrifice 10 levels’ worth of spell slots to act as a counterspell. Spell slots sacrificed by characters with levels of exhaustion or mutations count for half (rounded down). For each level the characters fall short, the GM steals one random Sacred Augury card from the players.

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