b'Golite, Kandor (Lesser) \n'b'  Family:   Golite  \n'b'  Medium   fiend  (golite, shapechanger),  chaotic evil  \n'b'  Armor Class  12 (14 in Kandor or Hybrid Form)  Hit Points  30 (4d8 + 12)  Speed  30 ft., fly 30 ft. (hover)\n'b' STATS STR: 13 (+1) DEX:  14 (+2)  CON:  16 (+3)  INT:  8 (-1)  WIS:  10 (+0)  CHA:  12 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Acrobatics  +4,  Athletics  +3,  Deception  +3,  Perception  +2,  Religion  +1,  Stealth  +4  Damage Immunities  poison  Condition Immunities   poisoned   Senses   darkvision  60 ft., passive  Perception  12  Languages  Common, Infernal  Proficiency Bonus  +2  Challenge  2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Kandor Fortitude . If damage reduces the kandor to  0 hit points , it must make a  Constitution  saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the kandor drops to 1 hit point instead. \n'b'  Kandor Rot . The cursed target\xe2\x80\x99s hand become infected, suffering 3 (1d6) necrotic damage at the start of each of the cursed creature\xe2\x80\x99s turns. Applying slashing damage to the wound before the end of the cursed creature\xe2\x80\x99s next turn deals the slashing damage directly to the host and stops the infestation, severing the hand and turning it into an akateko. If the curse reduces the target\xe2\x80\x99s hit point maximum to 0, the target dies, and rises as a lesser kandor. The curse lasts until removed by the  remove curse  spell or other magic. \n'b'  Loathsome Limbs . Whenever the kandor takes at least 5 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it: \n'b'  Shapechanger . The kandor can use its action to  polymorph  into a humanoid or a hybrid, or back into its true form, which is a fiend. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'  Sunlight Sensitivity . While in sunlight, the kandor has disadvantage on  attack  rolls, as well as on  Wisdom  ( Perception ) checks that rely on sight. \n'b'  Swallow Soul . As a bonus action, the kandor can target one creature it can see within 5 feet of it that has  0 hit points  and is still alive. The target must succeed on a DC 13  Constitution  saving throw against this magic or die. If the target dies, the kandor regains 10 (3d6)  hit points  and the creature reanimates as a lesser kandor 1 round later. \n'b'\n'b' d20 \n'b' Result \n'b'\n'b' 1\xe2\x80\x938 \n'b' One leg is severed from the kandor if it has any legs left. \n'b'\n'b' 9\xe2\x80\x9316 \n'b' One arm is severed from the kandor if it has any arms left. \n'b'\n'b' 17\xe2\x80\x9320 \n'b' The kandor is decapitated. \n'b'\n'b' If the kandor is reduced to 0 hit points, all parts of it die. Until then, a severed part acts on the kandor\xe2\x80\x99s initiative and has its own action and movement. A severed part has AC 8. Any damage it takes is subtracted from the kandor\xe2\x80\x99s hit points. A severed leg is unable to attack and has a speed of 5 feet. A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll. Each time the kandor loses an arm, it loses a claw attack. If its head is severed, the kandor loses its bite attack and its body is  blinded  unless the head can see it. The severed head has a speed of 0 feet. It can make a bite  attack , but only against a target in its space. The kandor\xe2\x80\x99s speed is halved if it\xe2\x80\x99s missing a leg. If it loses both legs, it falls  prone . If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0 feet, and it can\xe2\x80\x99t benefit from bonuses to speed. \n'b' ACTIONS \n'b'\n'b'  Multiattack . The kandor makes two  melee attacks . \n'b'  Bite (Kandor Form Only) .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 13  Constitution  saving throw or be cursed with kandor rot. \n'b'  Claw (Kandor or Hybrid Form Only) .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 4 (1d6 + 2) slashing damage. If the target is a humanoid, it must succeed on a DC 13  Constitution  saving throw or be cursed with kandor rot. \n'b'  Slam (Humanoid Form Only) .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 4 (1d6 + 2) bludgeoning damage. \n'b'\n'b' REACTIONS \n'b'\n'b'  Unnerving Mask (Humanoid Form Only) . When a creature the kandor can see starts its turn within 30 feet, the kandor can create the illusion that it looks its original uncursed body, begging for mercy. If the creature can see the kandor, it must succeed on a DC 11  Wisdom  saving throw or be  frightened  until the end of its turn. \n'b'\n'b' ABOUT \n'b' This enormously fat fiend looks like it is made up of dozens of arms wrapped around itself. Gutlords are endlessly hungry demons composed of many arms that they continually sprout from their bodies, seeking to stuff their central maw. They are always on the hunt for someone to eat, and the more they eat, the bigger they get, adding more arms to their bulk. They are Beelzebub\xe2\x80\x99s chief enforcers, and regularly patrol the circle to find wiggling gluttonous souls for their master to eat. Their long reach makes them particularly suited to retrieving escapees, even if they occasionally sneak a bite for themselves. \n'b' Kandors come in two forms, the lesser and greater. All are thoroughly mad and exhibit a feral cunning. Their ability to infect others makes them particularly dangerous for non-fiends, and occasionally find their way to the Prime Plane to wreak havoc. Lesser kandor are endlessly hungry fiends harvested from Golus for the express purpose of swallowing souls. This need to consume drives them mad with hunger, a need they can never sate as they ceaselessly try to eat more and more souls to fill their bottomless pits. Greater kandors are smarter than their lesser brethren and aren\xe2\x80\x99t afraid to hide their true nature, switching back and forth as need be to convince their prey that they are harmless. If pushed, they can transform into a terrifying monstrosity with a long, prehensile neck.'