b'Spellwarped Demon \n'b'  Family:   Demons  \n'b'  Medium   fiend ( Demon ) ,  chaotic evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  114 (12d8 + 60)  Speed  40 ft.\n'b' STATS STR: 21 (+5) DEX:  16 (+3)  CON:  20 (+5)  INT:  11 (+0)  WIS:  13 (+1)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Str  +8,  Con  +8,  Wis  +4  Skills   Athletics  +8,  Deception  +6,  Perception  +4  Damage Resistances  cold, fire, lightning  Damage Immunities  poison  Condition Immunities   poisoned   Senses   darkvision  120 ft., passive  Perception  14  Languages  Abyssal, telepathy 120 ft. \n'b' Challenge 8 (3,900 XP)  Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Magic Absorption . When the  demon  succeeds on a saving throw against a spell or a spell  attack  misses it, the spell has no effect on it and the demon\xe2\x80\x99s Wild Magic Wave is immediately recharged. \n'b'  Magic Resistance . The demon has advantage on saving throws against spells and other magical effects. \n'b'  Murderous Ire . When a creature succeeds on an ability check or saving throw against one of the demon\xe2\x80\x99s attacks or features, the demon takes affront. Until the end of its next turn and as long as it can see that creature, the demon focuses its  actions  on harming that creature, regardless of whether better or easier targets are within reach. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The demon makes two attacks, one with its Bite and one with its Claws. \n'b'  Bite .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 10 (1d10 + 5) piercing damage and, if the target is a creature, it must succeed on a DC 16  Constitution  saving throw. On a failed save, the target is  poisoned  for 1 minute. While poisoned in this way, the target has disadvantage on saving throws against spells and other magical effects. \n'b'  Claws .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 12 (2d6 + 5) slashing damage plus 9 (2d8) force damage. \n'b'  Wild Magic Wave (Recharge 6) . The demon unleashes raw magical energy in a 30-foot cone. Each creature in that area must make a DC 16  Dexterity  saving throw. On a failed save, a creature takes 27 (6d8) force damage and suffers a random magical effect (roll a d4):\n'b'\n'b'\n'b' The target is encapsulated in a magical cage as if it was affected by the  forcecage  spell. \n'b' Gravity is reversed for the target as if it was affected by the  reverse gravity  spell. \n'b' The target\xe2\x80\x99s speed is halved and it has disadvantage on  attack  rolls, ability checks, and saving throws that use  Strength  or  Dexterity . \n'b' The target can\xe2\x80\x99t speak, can\xe2\x80\x99t take  reactions , and has disadvantage on saving throws it makes to maintain its concentration. The effect lasts until the end of the demon\xe2\x80\x99s next turn. On a successful save, a creature takes half as much damage and suffers no additional effect. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Force Step . The demon magically teleports to an unoccupied space it can see within 30 feet of it. Each creature within 5 feet of it where it arrives must make a DC 16  Strength  saving throw. On a failed save, a creature takes 9 (2d8) force damage and is forced  prone . On a successful save, a creature takes half as much damage and isn\xe2\x80\x99t\xc2\xa0forced  prone . \n'b'  Implode Ward . The demon attempts to implode a magical effect on a creature it can see within 60 feet of it. The target must make a DC 16  Intelligence  saving throw. On a failed save, one spell or other magical effect of the  demon\xe2\x80\x99s  choice ends on the target. Additionally, the target takes 4 (1d8) force damage per level of the spell or 13 (3d8) force damage if the  demon  ended a magical effect. \n'b'\n'b' REACTIONS \n'b'\n'b'  Warp Spell . When a creature the  demon  can see within 60 feet of it casts a spell, the demon forces the creature to make a spellcasting ability check against a DC equal to 10 + the spell\xe2\x80\x99s level. On a failure, the spell fails and the caster instead creates a random magical effect rolled on the Wild Magic Effects table. \n'b'\n'b' ABOUT \n'b' The chaotic energies of wild magic are attractive not only to ambitious mortals, but also to the fell demons of the Abyss. Some demon lords are known to bathe their followers in spellfire and raw magic in the hopes that the unstable energy will suffuse their forms and make them more fearsome soldiers in the endless wars against the devils of the Nine Hells. \n'b' Spellwarped demons are little more than bundles of unstable magic and bloodlust rolled into one. They attack with reckless abandon, taking great satisfaction in scattering foes with waves of wild magic or imploding or warping their enemies spells.'