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Underfiend, Flesheater

Family: Underfiend

Large fiend, neutral evil

Armor Class 14 (natural armor)
Hit Points 97 (13d10 + 26)
Speed 30 ft.

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

Saving Throws Con +5
Skills Athletics +7, Intimidation +4
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 12
Languages Abyssal, telepathy 120 ft.
Challenge 7 (2,900 XP)

SPECIAL TRAITS

  • Feast of the Fallen. As a bonus action, the underfiend can consume the flesh of a single dead creature within 5 feet of it. If the underfiend hasn’t eaten from this creature’s body before, it regains 10 hit points unless it was dealt acid or radiant damage since its last turn.
  • Innate Spellcasting. The underfiend’s spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The underfiend can innately cast the following spells, requiring no material components.
    • At will: detect magic, magic weapon, fog cloud
    • 1/day: dispel magic

ACTIONS

  • Multiattack. The underfiend makes three attacks: one with its bite or horns, and two which can be with a skelemaul, claw, or kick.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or its current and maximum hit points are reduced by the damage it takes and the underfiend magically regains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
  • Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. The target creature must succeed on a DC 15 Strength saving throw or be knocked prone.
  • Kick. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. The target creature must succeed on a DC 15 Strength saving throw or be pushed 5 feet away from the underfiend.
  • Skelemaul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage and the skelemaul makes a Skelemaul Bite
  • Skelemaul Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., target hit by the underfiend’s skelemaul. Cover doesn’t apply against this attack. Hit: 4 (1d8) piercing damage and a Medium or smaller target creature is grappled by the skelemaul (escape DC 13). The skelemaul releases the grappled creature it if is used to attack a different target. The skelemaul can be attacked and destroyed (AC 15; hp 15; vulnerability to bludgeoning damage; immunity to fire and poison damage).
  • Prey-Seeking Teleport (1/day). The underfiend magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space adjacent to a hostile creature it can see.

ABOUT

This massive, muscled humanoid has a horned skull as a head and carries a reinforced spinal column as a weapon.

Flesheater underfiends engage in gruesome ritual eating of the dead, and often do so while in the middle of battle to unnerve the allies of fallen victims. With a mouth and chest caked with dried blood and gore, the horrid diet of the flesheater underfiend is impossible to hide. Although these underfiends are no more cruel or brutal than other fiends, their spontaneous cannibalism gives them a grim reputation. Rumors among fiends—and particularly among the loquacious grylluses—insist that flesheater underfiends are unreliable allies because they kill and eat other fiends when the Archlords aren’t paying attention. Flesheater underfiends don’t respond to these accusations other than to lick their lips hungrily.

Section 15: Copyright Notice

Sandy Petersen’s Planet Apocalypse, © 2021, Petersen Games.

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