b'Vulcreed, Demon \n'b'  Family:   Demons  \n'b'  Huge   fiend ,  chaotic evil  \n'b'  Armor Class  19 (natural armor)  Hit Points  273 (26d12+104)  Speed  60 Ft, Burrow 20 ft., climb 30ft\n'b' STATS STR: 23 (+6) DEX:  13 (+1)  CON:  18 (+4)  INT:  21 (+5)  WIS:  16 (+3)  CHA:  12 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Arcana  +11,  Athletics  +12,  Insight  +9,  Intimidation  +7,  History  +11  Saving Throws \xc2\xa0 Strength  +12,  Constitution  +10,  Intelligence  +11  Damage Immunities  cold, lightning, poison  Condition Immunities   blinded ,  charmed , exhausted,  frightened ,  poisoned   Damage Resistances  acid, fire, bludgeoning; piercing and slashing from non magical weapons  Senses   darkvision  120 ft., blindsight 60 ft., telepathy 60 Ft, passive  Perception  13  Languages  Abyssal  Challenge  18 (20,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Innate Spellcasting . The Vulcre\xe2\x80\x99s spellcasting ability is  Intelligence  (Spell save DC 19). The Vulcre can innately cast the following spells, requiring no material components.\n'b'\n'b'\n'b'  At Will :  clairvoyance ,  legend lore  \n'b'  3/day each :  darkness ,  spike growth ,  wall of thorns  \n'b'  1/day each : flesh to stone,  insect plague  (range 0),  move earth ,  storm of vengeance  \n'b'\n'b'  Regeneration . The Vulcre recovers 10  hit points  at the start of its turn as long as it is in darkness or dim light. \n'b'  Light Vulnerability . Any time the Vulcre is exposed to magical  light  or ends its turn in an area of magical  light , it suffers 5 (1d10) damage. \n'b'  Magic Resistance . The Vulcre has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The Vulcre can make 4 claw attacks, and either a bite and dark dreaming action, or  cast a spell . \n'b'  Claws .  Melee Weapon Attack : +12 to hit, Reach 15 ft., one target. Hit 16 (3d6+6) slashing damage. \n'b'  Bite .  Melee Weapon Attack : +12 to hit, Reach 15 ft., on target. Hit 22 (3d10+6) piercing plus 16 (3d10) necrotic. \n'b'  Dark Dreaming . The Vulcre targets one creature it can sense within 60 ft. The target must succeed on a  Wisdom  save (DC 19) against this magic or be  blinded  and  incapacitated  as their entire vision is consumed with the dark dream of the Vulcre. Each round thereafter, the target can save against the effect at the end of its turn. If the target saves, the effect ends. If the target fails its save, its intelligence is reduced by 3 (1d6). If the target\xe2\x80\x99s intelligence is reduced to 0 by this effect, the intelligence loss is permanent and can only be cured by a  wish . The Vulcre does not have to concentrate to maintain this effect, but the effect ends if the creature is killed. Temporary intelligence loss is restored at the rate of 1 point per long rest. A  lesser restoration  spell will restore one point of intelligence. \n'b'\n'b' ABOUT \n'b' Gigantic creatures, the vulcreed are powerful denizens of the lower realms. They feed on darkness, their bulk swelling in the cool depths of the cold and empty. Their bodies are massive, bulbous, and longer than wide. They sprout legs from their flanks as normal creatures do hair, usually possessing 4-12 good legs, with a half-dozen half grown, dangling from their sides like so many limbs. Many-jointed, the spindly legs seem incapable of holding up the bulk of the creature. But it is from beneath their massive carriage that the creature\xe2\x80\x99s true horror lies, for here, a long, thin neck unfolds, extending a dozen feet or more beyond the beast, ending at last in a long, barbed snout, where fangs of various sizes criss-cross each other in no discernable pattern. The vulcreed is covered in pus-filled sores, dropping off chunks of it body as it crawls along. \n'b'  Solitary Tyrants . Their dens consist of massive, many-layered dungeons beneath the earth. Here they burrow through rock and earth in a never-ending quest for darkness; for light causes them distress and powerful light inflicts damage. It drives them to madness, so they escape it, feeding on the darkness, leaving behind them an inky residue that does not suffer light to enter. \n'b'  Fearful Even in the Abyss . In the legions, all fear them, for their presence is unbearable to most other demons. They do not command armies, but whither they go other demons are likely to follow, for in their wake the vulcreed leave utter chaos. \n'b'  Brutal and Clever . Despite their bulk, the vulcreed\xe2\x80\x99s many legs allow them to move very quickly. They have powerful spell-like abilities but always prefer to battle close with their victims and deliver their range of physical attacks. They are extremely intelligent and are able to discern which opponent poses the greatest threat.'