Bestiary · Fiend

PR 13

Shemhazai

Shemhazai proposed the descent. Seeing that the others were afraid of being left holding it, he bound all two hundred to one oath on one peak, and the oath made the crime collective and irreversible. What they taught afterward was practical: root-cutting, metalwork, the making of charms. The sentence was to hang head-downward between the ground and the sky, and he is visible from some worlds on a clear night.

Shemhazai, drawn at Huge scale
Physiology
Fiend, Celestial
Size
Huge
Speed
40 ft., fly 80 ft.
Armor class
19
Hit points
225 (18d12 + 108)
Proficiency
+5
  • STR 24 +7 save +12
  • DEX 18 +4 save +4
  • CON 22 +6 save +11
  • INT 21 +5 save +5
  • WIS 20 +5 save +10
  • CHA 22 +6 save +11
Skills
Arcana +10 , History +10 , Insight +10 , Perception +10 , Persuasion +11
Passive Perception
20
Senses
darkvision 120 ft., telepathy 120 ft.
Languages
Netherspeech, Ebon Liturgy, Common, Primordial, Old Valar
Damage resistances
cold, lightning, necrotic, radiant
Damage immunities
fire, poison
Condition immunities
charmed , frightened , poisoned
Found in
Highland , The Nine Hells

Traits

  • Collective Oath

    While another Watcher is within 120 feet, both have advantage on all saving throws and cannot be Frightened.

  • Knowledge of Trades

    Knows the making of any charm, alloy or preparation, and can identify what any worked object was made to do on sight.

  • Hanging Sentence

    Once per day, when reduced to 0 hit points, he drops to 1 instead and is Restrained until the end of his next turn.

Actions

  • Multiattack

    Shemhazai makes two Fallen Sword attacks, or uses Forbidden Lesson.

  • Fallen Sword

    +12 to hit · reach 15 ft.

    4d10 + 7 slashing damage

    A stroke of his sword.

  • Forbidden Lesson

    One creature within 120 feet makes a DC 20 Intelligence save. On a failure it takes 10d8 psychic damage and learns a fact it cannot unlearn, gaining disadvantage on Wisdom saves for 1 minute.

  • Bind to the Oath

    Up to three creatures within 60 feet each make a DC 20 Charisma save. On a failure a creature is bound for 1 hour: if any bound creature takes damage, every other bound creature takes half that amount.

  • Descend Bonus action

    Flies up to his speed without provoking opportunity attacks.