Troupe Master Grimm

Medium fiend (devil), lawful evil

Armor Class 17 (natural armor)

17 (natural armor) Hit Points 150 (20d8 + 60)

150 (20d8 + 60) Speed 40 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA 12 (+1) 20 (+5) 16 (+3) 14 (+2) 14 (+2) 20 (+5)

Saving Throws Dex +9, Int +6, Wis +6, Cha +9

Dex +9, Int +6, Wis +6, Cha +9 Skills Acrobatics +9, Insight +6, Perception +6, Performance +9, Persuasion +9

Acrobatics +9, Insight +6, Perception +6, Performance +9, Persuasion +9 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks

necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire

fire Condition Immunities charmed, frightened

charmed, frightened Senses darkvision 60 ft., truesight 60 ft., passive Perception 16

darkvision 60 ft., truesight 60 ft., passive Perception 16 Languages Common, Infernal

Common, Infernal Challenge 12 (8,400 XP)

Legendary Resistance (3/day). If Grimm fails a saving throw, he can choose to succeed instead.

Freedom of Movement. Grimm ignores difficult terrain, and magical effects can't reduce his speed or cause him to be restrained. He can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Combo Attack. If Grimm moves at least 20 ft. towards a creature and use an uppercut attack on the same turn, he may immediately follow up with a Rain Fire attack.

Actions Kick. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Uppercut. Melee Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. Rain Fire. Grimm rains fire on up to 3 targets in a 10 ft. radius around him. Each target must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) fire damage. Fire Bats. Ranged Spell Attack: +9 to hit, range 20/60 ft., three targets. Hit: 16 (2d10 + 5) fire damage. Flamespawner (Recharge 5-6). Grimm spawns dozens of fireballs in a 30-foot radius. Each creature in that area must make a DC 17 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.