b'Shetani \n'b'  Medium   fiend  (shapechanger),  neutral evil  \n'b'  Armor Class  18 (natural armor)  Hit Points  190 (20d8 + 100)  Speed  30 ft., fly 50 ft.\n'b' STATS STR: 17 (+3) DEX:  19 (+4)  CON:  20 (+5)  INT:  18 (+4)  WIS:  17 (+3)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +9,  Wis  +8,  Cha  +10  Skills   Deception  +10,  History  +9,  Insight  +8,  Perception  +8  Damage Resistances  cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons  Damage Immunities  fire, poison  Condition Immunities   poisoned   Senses   darkvision  120 ft., passive  Perception  18  Languages  Abyssal, Common, Infernal, telepathy 120 ft.  Challenge  14 (11,500 XP)  Proficiency Bonus  +5 \n'b' SPECIAL TRAITS \n'b'\n'b'  Devil\xe2\x80\x99s Sight . Magical  darkness  doesn\xe2\x80\x99t impede the shetani\xe2\x80\x99s  darkvision . \n'b'  Magic Resistance . The shetani has advantage on saving throws against spells and other magical effects. \n'b'  Necrotic Weapons . Shetani weapon attacks are magical. When the shetani hits with any weapon, the weapon deals an extra 4d8 necrotic damage (included in the  attack ). \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The shetani makes three Claw or Necrotic Bolt attacks. It can replace one  attack  with a use of Spellcasting. \n'b'  Claw .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 11 (2d6 + 4) slashing damage plus 18 (4d8) necrotic damage. \n'b'  Necrotic Bolt .  Ranged Spell Attack : +10 to hit, range 120 ft., one target.  Hit : 27 (5d8 + 5) necrotic damage. \n'b'  Desiccating Breath (Recharge 5\xe2\x80\x936) . The shetani inhales sharply, drawing moisture from surrounding creatures. Each creature that isn\xe2\x80\x99t a Construct or Undead within 15 feet of the shetani must make a DC 18  Constitution  saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw by 5 or more, it suffers one level of  exhaustion . \n'b'  Spellcasting . The shetani casts one of the following spells, requiring no material components and using  Charisma  as the spellcasting ability (spell save DC 18):\n'b'\n'b'\n'b'  At will :  charm person ,  silent image  \n'b'  3/day each :  major image ,  suggestion  \n'b'  1/day each :  mirage arcane  (as an action),  programmed illusion  \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Change Shape . The shetani transforms into a Large or smaller Beast or Humanoid, or back into its true form, which is a Fiend. Without wings, it loses its flying speed. Its statistics, other than its  size  and speed, are the same in each form. Any equipment it is wearing or carrying is transformed as desired by the shetani, taking whatever color or shape it deems appropriate. It reverts to its true form if it dies. \n'b'\n'b' ABOUT \n'b' What first appeared to be a wandering traveler is something more. Horns curl from a broad brow beneath a protective headwrap. Two black eyes and a crooked nose sit above a grinning mouth\xe2\x80\x94snarled teeth protrude on one side and sit straight and even on the other. One leg ends in a booted foot; the other, a cloven hoof. \n'b' Shapeshifting fiends that prowl savannahs and deserts, shetani seek intelligent creatures to torment. Shetani entertain themselves by using their magic to lead mortals astray, giving false directions or advice or disguising dangers along a path with illusions. \n'b'  Asymmetrical . All shetani are asymmetrical in some way\xe2\x80\x94mismatched eyes, one ear larger than the other, a limb an inch or two shorter than the other of the pair\xe2\x80\x94varying with the individual. This asymmetry carries over into the different forms they assume. \n'b'  Banished from Hell . Once powerful devils, the shetani have been banished to the mortal realm. Some seek to bribe their way back into the infernal hierarchy with captured souls.\xc2\xa0Others prefer life among mortals, taking what they will from the weak, without chafing at the strictures of infernal politics. \n'b'  Soul Merchants . Shetani often bargain for souls. A shetani may lead a creature into danger, then offer rescue in exchange for its soul. A shetani trades its ill-gotten goods with demons, devils, and night hags alike, uninterested in planar politics.'