Rubezahl — fantasy monster illustration. Rubezahl is a medium fiend (Challenge Rating 10).

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Rubezahl

Medium Fiend, Chaotic Evil

AC
15
HP
136
Speed
50
CR
10

False


Armor Class 15 (natural armor)

Hit Points 136 (21d8 + 42)

Speed 50 ft.


STR
20 (+5)
DEX
15 (+2)
CON
14 (+2)
INT
11 (+0)
WIS
12 (+1)
CHA
18 (+4)

Saving Throws Con +6, Dex +6, Wis +5

Skills Survival +5, Deception +8, Perception +5

Damage Vulnerabilities False

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

Damage Immunities lightning, thunder, poison

Condition Immunities poisoned, stunned

Senses blindsight 10 ft., darkvision 120 ft., passive Perception 15

Languages Abyssal, Common, telepathy 120 ft.

Challenge 10


Traits

Counting Compulsion. If a creature uses an action to point out an ordered group of objects that the rubezahl can see, such as a pile of gravel, the demon is compelled to count the entire group. Until the end of its next turn, the rubezahl has disadvantage on attack rolls and ability checks, and it can't take reactions. Once it has counted a given group of objects, it can't be compelled to count those objects again.

False Tongue. The rubezahl has advantage on Charisma (Deception) checks. In addition, magical attempts to discern lies always report that the rubezahl's words are true, and it can't be magically forced to tell the truth.

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

Actions

Multiattack. The rubezahl makes one Gore attack and two Claw attacks.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage plus 7 (2d6) lightning damage.

Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage, and the target creature must succeed on a DC 16 Strength saving throw or be knocked prone.

Thunderstrike (Recharge 5-6). The rubezahl calls a sizzling bolt of lightning out of the sky, or from the air if underground or indoors, to strike a point the rubezahl can see within 150 feet of it. Each creature within 20 feet of that point must make a DC 16 Dexterity saving throw. On a failure, the creature takes 36 (8d8) lightning damage and is stunned until the end of its next turn. On a success, the creature takes half the damage and isn't stunned.

Spellcasting. The rubezahl casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: disguise self, fog cloud 3/day each: gust of wind, sleet storm 1/day: control weather (as an action)

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FTTHelper · auto-generated · monster · monster

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The Game Master's Book of Random Encounters
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