b'Demon, Aru \n'b'  Large   fiend ,  chaotic evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  102 (12d10+36)  Speed  30 ft. 60 ft.  fly\n'b' STATS STR: 14 (+2) DEX:  12 (+1)  CON:  16 (+3)  INT:  15 (+2)  WIS:  13 (+1)  CHA:  11 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Stealth  +4  Saving Throws   Con  +6,  Int  +5  Damage Immunities  poison  Condition Immunities   poisoned   Damage Resistances  acid, Cold, fire, lightning; bludgeoning, piercing and slashing from non-magical weapons.  Senses   darkvision  60 ft., passive  Perception  11  Languages  Abyssal  Challenge  6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Stench . Any creature within 20 feet of the Aru must make a  Constitution  save (DC 15). If they fail the save, they are at disadvantage on all  attack  and ability checks due to being made sick by the smell. The creature can repeat the saving throw at the end of its turn. Once a creature makes the save, they are immune from the effects of the stench for 24 hours. \n'b'  See Invisible . The Aru is able to see  invisible  creatures. The  blur  and  mirror image  spells also do not work against the creature, as it is able to see through the illusions. The creature has advantage on saves against any visual illusion. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The Aru uses one bite and two claw attacks. It can instead use its acid breath if that is available. \n'b'  Bite .  Melee Weapon Attack : +5 to hit, 7 (1d10+2) piercing damage. In addition, the target must make a  Constitution  save (DC 15). If the target fails the save, it suffers 11 (2d10) necrotic damage, and its maximum  hit points  are reduced by the amount of damage suffered. This is recovered immediately if the Aru is slain. Otherwise, it returns after a long rest. \n'b'  Claw .  Melee Weapon Attack : +5 to hit, 5 (1d6+2) slashing damage. In addition, the target must make a  Constitution  save (DC 12). If they fail the save, they are infected with a form of demonic leprosy. They immediately lose 1d4 charisma. After each long rest, they must repeat the saving throw. If they fail the save, they lose another 1d4 charisma. If their charisma is reduced to 0 in this way, they die. If they can make three saving throws in a row, the disease is cured. A  greater restoration  can also remove the disease. Once the disease is removed, the  Charisma  returns at a rate of 1 point per long rest. A  lesser restoration  spell can restore 1 point per casting once the disease is gone. \n'b'  Acid Breath (recharge 5-6) . The Aru can spray acid in a 20 ft. cone. All creatures within the cone must make a  Dexterity  save (DC 15), taking 21 (6d6) acid damage on a failed save, or half as much on a successful one. \n'b'\n'b' ABOUT \n'b' The aru are large, white-skinned creatures. They stand on powerful legs with bird-like feet, but their legs are disproportionate to their wide chests and broad back. Their arms are as wings, with folds of flesh binding them to their torsos; beak-like claws serve as hands. Their backs are smooth but for a single ridge of boney protrusions that sprout the length of their skin. They have broad, flat, short tails that aid their balance when walking. Their heads look more like a bird\xe2\x80\x99s beak, with no neck to speak of, beady eyes and holes where they would have ears. A gland under their neck is always swollen, seeping a clear liquid gel harmful to the touch. \n'b'  Creature of Chaos . They are highly independent, fiercely chaotic, and never found in the company of other demons unless compelled to it. They do not serve in the armies of any abyssal lords unless it is by chance and their own design. Even then it is for their gratification, to sate their lusts for evil, which they perpetrate on their \xe2\x80\x9callies\xe2\x80\x9d as well as their prey. \n'b'  Dwellers in Filth . They dwell in putrid muck; a mire that resembles their original state. Coats of slime cover these boiling pools of filth. The aru dwell beneath the surface, rising only when prey passes near or when the desire suits them to ride the currents of the shadow realm upon the hunt. They prefer to strike from ambush and overwhelm anything foolish enough to enter their territory.'