Miseria
A miseria is neither summoned nor sent. Premeditation, betrayal and a closed room occasionally raise one on the spot, and its form comes from the details of the original murder. It repeats the same murder in the same manner on the creature that most resembles the original victim. The legal codes of four worlds have a procedure for it, and the procedure begins with sealing the room.
- Physiology
- Fiend
- Size
- Medium
- Speed
- 40 ft., climb 40 ft.
- Armor class
- 17
- Hit points
- 127 (17d8 + 51)
- Proficiency
- +3
- STR 16 +3 save +3
- DEX 19 +4 save +7
- CON 17 +3 save +3
- INT 13 +1 save +1
- WIS 15 +2 save +5
- CHA 12 +1 save +1
- Skills
- Perception +5 , Stealth +7
- Passive Perception
- 15
- Senses
- darkvision 120 ft.
- Languages
- Netherspeech
- Damage resistances
- cold, fire, lightning, poison
- Found in
- Derelict Hull , Settlement
Traits
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Repeats the Killing
The miseria deals an extra 4d6 damage to a creature that has not yet acted in combat, or to a creature it has surprised.
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Knows the Shape
The miseria identifies the creature it can see that most resembles its original victim, and attacks only that creature while it can reach it.
-
Sealed In
The miseria cannot leave the room, vessel or compartment where it was made until the last creature in it is dead.
Actions
-
Multiattack
The miseria makes two Claw attacks and one Bite attack.
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Claw
+7 to hit · reach 5 ft.
1d8 + 4 slashing damage
A slash from its claws.
-
Bite
+7 to hit · reach 5 ft.
2d10 + 4 piercing damage
A bite from its jaws.
-
Put Out the Light
Every light source within 60 feet that is not being carried by the demon goes out. Relighting them takes an action each.