b'The Wahid \n'b'  Large   elemental ,  lawful evil  \n'b'  Armor Class  19 (natural armor)  Hit Points  300 (24d10 + 168)  Speed  40 ft., fly 60 ft.\n'b' STATS STR: 23 (+6) DEX:  19 (+4)  CON:  24 (+7)  INT:  18 (+4)  WIS:  16 (+3)  CHA:  17 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dexterity  +10,  Intelligence  +10,  Wisdom  +9,  Charisma  +9  Skills   Acrobatics  +15,  Deception  +9,  Perception  +9,  Sleight of Hand  +15,  Stealth  +15  Damage Immunities  fire  Senses  darkvision 120 ft., passive  Perception  19  Languages  Common, Ignan, Thieves\xe2\x80\x99 Cant, telepathy 120 ft.  Challenge  18 (20,000 XP) \n'b' Special Traits \n'b'   Action Surge  (recharges after a short or  long rest ). The Wahid may make one additional action on his turn on top of his normal action (and possible bonus action). \n'b'  Cunning Action . The Wahid can take a bonus action on each of his turns in combat. This action can be used only to disarm a trap or open a lock, or to take the  Dash ,  Dexterity  ( Sleight of Hand ),  Disengage ,  Hide , or  Use an Object  action. \n'b'  Elemental Demise . If the Wahid dies, his body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment he was wearing or carrying. \n'b'  Evasion . The Wahid can nimbly  dodge  out of the way of certain area effects. When he is subjected to an effect that allows him to make a  Dexterity  saving throw to only take half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. \n'b'  Innate Spellcasting . The Wahid\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 17, +9 to hit with spell attacks). The wahid can innately cast the following spells, with no need for material components: \n'b'   At will :  detect magic  \n'b'  3/day each :  enlarge/reduce ,  tongues  \n'b'  1/day each :  conjure elemental  (fire elemental only),  gaseous form ,  invisibility ,  major image ,  plane shift ,  wall of fire  \n'b'   Maneuvers (5/day) . The Wahid may use any one of the following maneuvers, once per turn: \n'b'   Counterstrike . When a creature misses the Wahid with a  melee attack , he may use his  reaction  to make a melee weapon  attack  against that creature. If he hits, he rolls 1d8 and adds the result to his damage roll. \n'b'  Disarming Strike . When the Wahid hits a creature with a weapon attack, he rolls 1d8 and adds the result to his damage roll. The target must succeed on a DC 20  Strength  saving throw, or it drops an object of the Wahid\xe2\x80\x99s choice that it was holding. \n'b'  False Strike . The Wahid uses his bonus action to feint at one creature within 5 feet of him. The wahid then has advantage on his next  attack  roll against that creature. If the  attack  hits, he rolls 1d8 and adds the result to his damage roll. \n'b'  Terrorizing Strike . When the Wahid hits a creature with a weapon attack, he rolls 1d8 and adds the result to his damage roll. The target must succeed on a DC 20  Wisdom  saving throw or be  frightened  until the end of the Wahid\xe2\x80\x99s next turn. \n'b'  Tripping Strike . When the Wahid hits a creature with a weapon attack, he rolls 1d8 and adds the result to his damage roll. If the creature is Huge or smaller, it must succeed on a DC 20  Strength  saving throw or be knocked  prone . \n'b'  Sneak Attack . Once per turn, the Wahid can deal an extra 4d6 damage to one creature he hits with a Dagger  attack  if he has advantage on the  attack  roll. The wahid doesn\xe2\x80\x99t need advantage on the  attack  roll if another enemy of the target is within 5 feet of it and that enemy isn\xe2\x80\x99t incapacitated. \n'b'  Thieves\xe2\x80\x99 Tools . The Wahid adds his proficiency bonus to any ability checks he makes to disarm traps or open locks. \n'b'  Uncanny Dodge . When an attacker the Wahid can see hits him with an attack, he can use his  reaction  to halve the  attack\xe2\x80\x99s  damage against him. \n'b'   Actions \n'b'   Multiattack . The Wahid makes two Scimitar and two Dagger attacks or uses its Hurl Flame three times. \n'b'  +1 Scimitar .  Melee Weapon Attack : +13 to hit, reach 5 ft., one target.  Hit : 16 (2d8 + 7) slashing damage plus 7 (2d6) fire damage. \n'b'  +2 Dagger .  Melee Weapon Attack : +14 to hit, reach 5 ft., one target.  Hit : 13 (2d4 + 8) slashing damage plus 7 (2d6) fire damage. \n'b'  Hurl Flame .  Ranged Spell Attack : +9 to hit, range 120 ft., one target.  Hit : 17 (5d6) fire damage. \n'b'  Bonus Actions \n'b'   Amulet of Shapechange  (1/day). The Wahid uses his amulet of shapechange. \n'b'  Second Wind  (recharges after a short or  long rest ). The Wahid may regain 1d10 + 20  hit points .'