Fimir Balefiend (5e Creature)

Fimir Balefiend

Medium humanoid (fimir), lawful evil


Armor Class 15 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft., swin 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 15 (+2) 16 (+3) 14 (+2) 15 (+2)

Skills Arcana +5, History +5, Perception +4, Stealth +5, Survival +4
Senses truesight 120 ft., passive Perception 14
Languages Draconic, Fimir
Challenge 4 (1,100 XP)


Cold Blooded. The fimir has advantage on saving throws against being charmed or frightened.

Hold Breath. The fimir can hold its breath for 15 minutes.

Spellcasting. The fimir is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The fimir has the following wizard spells prepared:

Cantrips (at will): chill touch, minor illusion, thunderclap
1st level (4 slots): bane, hellish rebuke, witch bolt
2nd level (4 slots): crown of madness, heat metal, phantasmal force
3rd level (4 slots): bestow curse, counterspell, lightning bolt
4th level (3 slots): blight, phantasmal killer
5th level (2 slots): contagion, destructive wave

ACTIONS

Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.


The fimir balefiends are the spellcasters and sages of the fimir race. Within fimir society, balefiends seem to have relatively high standing. Every clan has a small cabal of them that serves directly under the tribe's matriarch. They are the only fimir to spend extended periods of time away from their swamp-bound homes. The balefiend's talent for magic can rival that of human and elven wizards, as the fimir learned to use magic from the devils of Baator a long time ago. In addition, the balefiends are gifted with the ability of truesight, further augmenting their spell slinging.


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