b'Eremite \n'b'  Medium   fiend ,  lawful evil  \n'b'  Armor Class  20 (natural armor)  Hit Points  310 (23d8 + 207)  Speed  40 ft., fly 60 ft.\n'b' STATS STR: 29 (+9) DEX:  26 (+8)  CON:  29 (+9)  INT:  21 (+5)  WIS:  20 (+5)  CHA:  30 (+10)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dexterity  +16,  Constitution  +17,  Charisma  +18  Skills   Arcana  +13,  Deception  +18,  Medicine  +13,  Nature  +13,  Perception  +13  Damage Resistances  lightning; bludgeoning, piercing, and slashing from nonmagical weapons  Damage Immunities  cold, poison  Condition Immunities   frightened ,  poisoned   Senses   truesight  120 ft., passive  Perception  23  Languages  Common, Infernal; telepathy 120 ft.  Challenge  25 (75,000 XP) \n'b' Special Traits \n'b'\n'b'  Legendary Resistance (3/day) . If the eremite fails a saving throw, it can choose to succeed instead. \n'b'  Innate Spellcasting . The eremite\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 26, +18 to hit with spell attacks). It can cast the following spells without material components.\n'b'\n'b'\n'b'  At will :  telekinesis  \n'b'  3/day :  plane shift  \n'b'  1/day each :  forcecage ,  symbol  \n'b'\n'b'  Graft Flesh . As an action, the eremite can graft to its own body the viscera it harvests using its Evisceration ability. Doing so heals the eremite as if a  heal  spell were cast on it. \n'b'  Painbringer . The eremite\xe2\x80\x99s attacks inflict excruciating pain \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The eremite makes four attacks: one with its bite, two with its claws, and one with its wings. \n'b'  Bite .  Melee Weapon Attack : +17 to hit, reach 5 ft., one target.  Hit : 19 (3d6 + 9) piercing damage, and the target must succeed on a DC 15  Constitution  saving throw or be incapacitated by excruciating pain until the end of the eremite\xe2\x80\x99s next turn. \n'b'  Claws .  Melee Weapon Attack : +17 to hit, reach 5 ft., one target.  Hit : 25 (3d10 + 9) slashing damage, and the target must succeed on a DC 15  Constitution  saving throw or be incapacitated by excruciating pain until the end of the eremite\xe2\x80\x99s next turn. The target is also  grappled  (escape DC 23). Until this grapple ends, the creature is  restrained , and the eremite can\xe2\x80\x99t grapple another target. \n'b'  Wings .  Melee Weapon Attack : +17 to hit, reach 5 ft., one target.  Hit : 22 (2d12 + 9) bludgeoning damage, and the target must succeed on a DC 15  Constitution  saving throw or be incapacitated by excruciating pain until the end of the eremite\xe2\x80\x99s next turn.\n'b'\n'b'\n'b'  Evisceration .  Melee Weapon Attack : +17 to hit, reach 5 ft., one creature that is  grappled  by the eremite.  Hit : 25 (3d10 + 9) slashing damage, and the target\xe2\x80\x99s  Constitution  score is reduced by 1d6. The target dies if this reduces its  Constitution  to 0. Otherwise, the reduction lasts until the target finishes a  long rest . The creature must also succeed on a DC 19  Constitution  saving throw or be knocked unconscious from excruciating pain as the eremite excises flesh or an internal organ from the creature. \n'b'  Unnerving Gaze . A creature of the eremite\xe2\x80\x99s choice that is within 60 feet of the eremite and aware of it must succeed on a DC 19  Wisdom  saving throw or be  paralyzed  for 1 minute. The  paralyzed  creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a failure, the creature\xe2\x80\x99s  Wisdom  score is reduced by 1d4. The target dies if this reduces its  Wisdom  to 0. Otherwise, the reduction lasts until the target finishes a  long rest . \n'b'  Teleport . The eremite magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. \n'b'\n'b' Legendary Actions \n'b' The eremite can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The eremite regains spent legendary actions at the start of its turn. \n'b'\n'b'  Move . The eremite moves up to its speed without provoking opportunity attacks. \n'b'  Attack . The eremite makes one bite attack or one wing attack. \n'b'  Graft Flesh (Costs 3 Actions) . The eremite uses its Graft Flesh ability.'