Gausunden

= Gausunden (Gao-soon-den) =
=== Large Fiend, Lawful Evil ===
== Statistics ==
Armor Class 	Hit Points	Speed 	Str 	Dex 	Con 	Int 	Wis 	Cha
18 (Natural + Dexterity)	18d10 +90 	30 feet, 60 flying	24 (+7)	16 (+3)	20 (+5)	16 (+3)	12 (+1)	18 (+4)
== Defenses ==
Saving Throws	Saving Throws	Saving Throws	Saving Throws	Saving Throws	Saving Throws
Str 	Dex 	Con 	Int 	Wis 	Cha
+11 	+7 	+5 	+3 	+5 	+8
=== Damage Resistances ===
Bludgeoning, Piercing, Slashing, Fire, Cold, Acid
=== Damage Immunities ===
Poison, Necrotic
=== Condition Immunities ===
Charmed, Poisoned, Paralyzed, Exhausted
=== Defenses ===
Magic Resistance
=== Weakness/Vulnerability ===
Radiant Damage
=== Senses ===
Darkvision 120 feet
=== Skills ===
Insight +5, Persuasion +8, Deception +8, Athletics +11, Intimidation +11, Perception +5, Religion +7, Arcana +7, History +7
=== Languages ===
Deor, Bann, Common
== Abilities ==
Deor's Sight: Magical Darkness does not impede the Gausunden's Darkvision.
Regeneration: The Gausunden regains 10 Hit Points at the start of each of its rounds.
Hidden from Prying Eyes: A Gausunden is adapt at concealing its presence when it so desires. While they lack the Lilin's ability to freely mix and mingle with the mortals of the Kanafold, they are none-the-less able to often be in plain sight and yet never be seen. As such a Gausunden can cloak itself in Invisibility and Non-Detection simultaneously as any form of Action (Standard, Reaction, Bonus, or Move). The Invisibility can still be dispelled and seen through as normal when not also blocked by Non-Detection. Further any Divination directly targeting a specific Gausenden will alert the caster that they are being blocked. In this way, the Gausunden can watch its targets from safety when not able to employ other methods.
Imposing Presence: The Gausunden uses its Strength Modifier instead of its Charisma when making Intimidation checks.
Aura of Sin: The otherworldly presence, imposing visage, aura of death and stink of blood and sin that surrounds a Gausunden is enough to make the stoutest hearts quake in fear and the strongest stomachs retch in revulsion. Either or both of these Aura type abilities can be supernaturally suppressed and released by the Gausunden at will as the Deor makes bargains, seduces mortals, or unleashes its deadly fury as it revels in carnage. When the Gausunden releases its powerful Aura of Sin, all Non-Fiendish creatures within 30 feet of it must make two Saving Throws. The first is a Wisdom Saving Throw (DC 19). Failing this Saving Throw means that the target suffers from the Frightened Condition. The second Saving Throw is a Constitution Saving Throw (DC 16). Failing this Saving Throw means that the victim suffers from the Poisoned Condition. Those subjected to these conditions may make a new Saving Throw at the start of each of their turns with a successful Save purging the effect and preventing them from suffering from the effect for 24 hours. However, if the victim fails both Saving Throws, they are also Restrained from the crippling nature of the Aura until they successfully Save against either one of the two effects.
Restless Dead: The Gausunden can call on the fallen to arise and attack its enemies, animating the bodies of the slain to be given a semblance of life in the form a mindless Draugar. These animated corpses fight at the Gausunden's direction, attacking anyone the Gausunden deems an enemy of the Deor. These bodies are nothing but material corpses and are destroyed the same as other similarly raised fallen commonly identified as Draugar. The Gausunden may use this supernatural ability as a Move Action one time a day. This ability can only raise those corpses that would be capable of rising and functioning. The Gausunden must be able to see his targets in order to raise them in such a manner as well (and so cannot target buried dead). 
Door of Darkness: In place of using its Move Action, the Gausunden opens up a portal of writhing black, purple and crimson. This ability otherwise functions the same as the Dimension Door spell.
Lash of the Damned: (Recharge 5 -6) Gausunden are masters of causing pain for the sake of pain. As such, they are able to use a supernatural ability in which they temporarily call forth a lash of pure Deorific energy. This lash appears as a whip of pulsing black and crimson energy which the Gausunden can attack with as Bonus Action as part of its Attack Actions (similar to Dual Wielding). The effect lasts until the Gausunden uses the lash. The Lash sweeps a 15 foot cube area directly in front of the Gausunden using the Deor's Spell To-Hit (+8) to strike those in the area. Those hit with the lash suffer 3d8 Necrotic, 3d6 Bleeding, and 3d4 Psychic damage. In addition to this affect, those affected are also subject to horrible writhing agony that assaults not only their physical bodies, but also their minds. Those subjected to the Lash of the Damned must make two separate saves. The first is a Constitution Save (DC 16) to resist the harmful physical damage the lash causes. Those who successfully make this save take half damage from the damage effects of the attack. The second is the mental agony the lash causes. This requires a Wisdom Saving Throw (DC 16). A successful save indicates the victim was able to withstand the full effects of the lash and only suffer from Disadvantage on their Attack Rolls until the next round. A failed save results in the target becoming wracked with so much pain that they fall Prone and are unable to act until they are able to successfully save against the effect, making a new save at the start of each of their rounds.
In addition to these abilities, Gausunden are also able to perform the following spell-like abilities as a Level 9 caster (Spell Attack +8, Spell Save DC 16):
* Vampiric Touch (At Will)
* Scorching Ray or Acid Arrow (5x/day)
* Darkness (3x/day)
* Bestow Curse (2x/day)
== Actions/Attacks ==
Multi-Attack: The Gausunden may make 2 attacks with an Attack Action - 1 with its weapon or a claw and 1 with its tail.
Trident. Melee Attack: +11 to-hit, reach 10 feet, 1 target. Ranged Attack: +11 to-hit, range 20/60 feet Hit: 2d6 (2d8 versatile) + 7 Piercing plus 1d8 Necrotic and 1d8 Fire
Claw. Melee Attack: +11 to-hit, reach 5 feet, 1 target. Hit: 2d6 +7 Slashing damage
Tail Spikes. Melee Attack: +11 to-hit, reach 5 feet, 1 target. Ranged Attack: +7 to-hit, range 20/60 feet Hit: 1d8 + 7 Piercing plus on-going 1d6 Bleeding damage. Bleeding damage stacks per each Spike embedded in its victim. Bleeding damage is stopped with either a successful Medicine check (DC 16) to properly remove the spikes. Alternatively, the victim may spend a Move Action to remove the spikes. This does not remove the Bleeding damage however until they are properly address with either successful Medicine check or receiving some form of magical Hit Point recovery as with a Cure Wounds spells.
== Overview ==