Magic Resistance. The demon has advantage on saving throws against spells and other magical effects.
Multiattack. The demon makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:10 (2d6 + 3) piercing damage.
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:14 (2d10 + 3) slashing damage.
Spores (Recharge). A 15-foot-radius cloud of toxic spores extends out from the demon. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.
Stunning Screech (1/Day). The demon emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the demon's next turn.
The legends of the Sun Empire are populated with the enemies of the sun—terrible monsters that threaten to devour its light and undo its work. Unfortunately for the people of Ixalan, these are not just creatures of legend but real monsters with supernatural power, lurking in the darkness of night and the shadows of ancient ruins and crypts.