b'Demon, Awgwa \n'b'  Large   fiend  (demon),  neutral evil  \n'b'  Armor Class  15 (natural armor) Hit points 66 (12d8+12)  Speed  30 ft., fly 60 ft.\n'b' STATS STR: 17 (+3) DEX:  12 (+1)  CON:  13 (+1)  INT:  15 (+2)  WIS:  12 (+1)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Deception  +10,  Insight  +6,  Perception  +6,  Persuasion  +10,  Stealth  +8  Damage Resistances  cold, fire, lightning, poison; bludgeoning, piercing, and slashing from non-magical attacks  Senses   darkvision  60 ft., passive  Perception  16  Languages  Abyssal, Common, Infernal, telepathy 60 ft. \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Invisibility . The awgwa is  invisible . \n'b'  Telepathic Bond . The fiend ignores the range restriction on its telepathy when communicating with a creature it has  charmed . The two don\xe2\x80\x99t even need to be on the same plane of existence. \n'b'\n'b' ACTIONS \n'b'\n'b'  Claw .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 6 (1d6 + 3) slashing damage. \n'b'  Charm . One humanoid the fiend can see within 30 feet of it must succeed on a DC 16  Wisdom  saving throw or be magically  charmed  for 1 day. The  charmed  target obeys the fiend\xe2\x80\x99s verbal or telepathic commands. If the target suffers any  harm  or receives a suicidal  command , it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend\xe2\x80\x99s Charm for the next 24 hours. The fiend can have only one target  charmed  at a time. If it charms another, the effect on the previous target ends. \n'b'  Etherealness . The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa. \n'b'  Gore .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 12 (2d8 + 3) piercing damage. \n'b'  Rock .  Ranged Weapon Attack : +4 to hit, range 50/100 ft., one target.  Hit : 7 (2d6 + 1) bludgeoning damage. \n'b'  Daemonic Influence . Each awgwa is assigned to an emotion, which determines its abilities:\n'b'\n'b'\n'b'  Selfish Pack Tactics . The selfish awgwa has disadvantage on an  attack  roll against a creature if at least one of the awgwa\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t  incapacitated . The selfish otherwise has advantage on  attack  rolls. \n'b'  Envious Company . The envy awgwa has advantage on  attack  rolls while it is within 30 feet of at least two other creatures. It otherwise has disadvantage on  attack  rolls. \n'b'  Aura of Hate . While the hatred awgwa isn\xe2\x80\x99t  incapacitated , it and all fiends within 30 feet of it deal 4 extra damage whenever they hit with a melee weapon  attack . This extra damage is of the same type as the weapon\xe2\x80\x99s damage type. \n'b'  Rising Malice . If another creature deals damage to the malice awgwa, the awgwa\xe2\x80\x99s  attack  rolls have advantage until the end of its next turn, and the first time it hits with a claw  attack  on its next turn, the  attack\xe2\x80\x99s  target takes an extra 10 (3d6) psychic damage. On its turn, the awgwa has disadvantage on  attack  rolls if no other creature has dealt damage to it since the end of its last turn. \n'b'  Repentant Debt . As a bonus action, the repentant awgwa targets a creature  charmed  by it that it can see within 30 feet of it. The awgwa deals 11 (2d10) necrotic damage to the target, and the awgwa gains  temporary hit points  equal to the damage dealt. \n'b'\n'b' ABOUT \n'b' This large horned  demon  has a coarse, scowling countenance. \n'b' Awgwas are  invisible  to most beings but immortals, can pass swiftly through the air from one part of the world to another, and have the power to influence minds to do their wicked will. Their homes are in rocky, mountainous places, from whence they sally forth to accomplish their wicked purposes. The one of their number that can think of the most horrible deed for them to do is elected the King Awgwa, and all the Awgwa obey his orders. Sometimes these creatures live to become a hundred years old, but usually they fight so fiercely among themselves that many are destroyed in combat, and when they die that is the end of them.'