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 dark reflections of angels, demons are the incarnation of black mana and all it represents—selfish desire and lust for power. Their forms are roughly humanoid, but distorted and bestial. Their grotesque heads feature elongated ears, spiky protrusions, and large horns. (The size and number of a demon's horns are an indication of its age and power.) Spikes protrude from their backs and arms, and their hands are warped into large, sharp claws. Most demons have large, leathery wings, and a few…