Tasha’s Kiss

Tasha’s Kiss

Large fiend (demon), chaotic evil                             

Armor Class 18

Hit Points 40/40/40

Speed 30 ft., climb 30 ft.; fly 40 ft. [Rage only]








18 (+4)

15 (+2)

16 (+3)

12 (+1)

15 (+2)

20 (+5)


Saving Throws Dex +7, Cha +9; +1 to all others from ring

Skills Deception +8, Perception +6, Perform +8, Sleight of Hand +6

Condition Immunities fear, poisoned, charmed

Damage Immunities psychic

Damage Resistances necrotic

Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 15

Languages Abyssal, Common, telepathy 120 ft.

Challenge 10 (1,800 XP)


Magic Resistance. Tasha’s Kiss has advantage on saving throws against spells and other magical effects.


Spider Climb. Tasha’s Kiss can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.


Paragon Fortitude. Tasha’s Kiss has three pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting the creature end. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. If all hit point pools are reduced to zero, the creature is killed.


Paragon Fury. The creature may take one additional turn in each round of combat for each of its hit point pools that have been reduced to zero. The creature determines initiative normally for its first turn, though it has advantage on the roll. Each subsequent turn the creature gains is inserted immediately after any one PC’s turn in the initiative order.


2nd pool: Rage. When her first hit point pool drops to zero, Tasha’s Kiss enters rage. She gains access to different attacks and gains a fly speed of 40 feet.


Bonus Actions______________________

Shake the Sky. Once per short rest as a bonus action, Tasha’s Kiss can cause creatures within 20 ft. of it to be pushed 15 ft. away and make a DC 15 Dexterity saving throw, falling prone on a failure. Fortitude Recharge: When one Hit Point Pool is reduced to 0, Shake the Sky recharges.


Attacks , Defensive                         ____     

Multiattack. Tasha’s Kiss makes two claw attacks, or one claw attack and one kiss attack.


Horrific Appearance. As an action, the demon can change her features into something gruesome and horrific (this is not an illusion). Each creature within 60 ft. that can see it must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target succeeds on the saving throw, the target is immune to this effect for the next 24 hours.


Claw. Melee Weapon Attack: +8 to hit, one creature, reach 15 ft. Hit 10 (2d6 +4) slashing damage and the target is grappled. Until the grapple ends, the creature is restrained and has disadvantage on strength checks and strength saving throws. Tasha’s Kiss can only use a claw on one target at a time, and she can use at most two claws.

        As a reaction to taking damage, Tasha’s Kiss can pull one of her grappled targets 10 ft. closer to her.


Kiss (Recharge 5-6). Melee Weapon Attack: +8 to hit, one creature, reach 5 ft. Hit 7 (2d6) necrotic damage and the target must succeed on a DC 17 Charisma saving throw or be magically charmed for 1d4 + 1 rounds. The target obeys Tasha Kiss’ verbal or telepathic commands. If the target takes damage or receives a suicidal command, it can repeat the saving throw. On a success, the target is immune for 24 hours. Tasha’s Kiss can only have one target charmed at a time.

 Special Effects                             _______    Tasha’s Laughter. When Tasha’s Kiss enters rage, as a reaction, she immediately forces the creature who last dealt damage to her to make a DC 17 Wisdom saving throw or be affected as by Tasha’s Hideous Laughter. She uses this effect without regard to range or components, and it cannot be counterspelled. She does need to maintain concentration for the effect as per the spell, and the creature does repeat the save at the end of its turns and (with advantage) if it takes damage from Tasha’s Kiss.


Legendary Reactions [Rage]                     _       

Stuff of the Abyss. Whenever Tasha’s Kiss succeeds on a saving throw, it can as a legendary reaction shoot the sticky stuff of the abyss at a creature within 60 ft. of it. The target makes a DC 12 Dexterity saving throw, reducing its speed to 0 on a failed save so long as the stuff remains. A creature can as an action break itself or an adjacent creature free from the stuff with a DC 15 Strength check. A blob of the Abyssal stuff has AC 5, 5 HP, and immunity from bludgeoning, piercing, slashing, and psychic damage.


Attacks [Rage]                                           _ Multiattack. Tasha’s Kiss makes two Abyssal strike attacks, or one Abyssal strike attack and one whispers of madness attack.


Breath of Corruption (Recharge 5-6). Tasha’s Kiss breathes rotting fumes in a 15 ft cone. Each creature in that area must make a DC 15 Dexterity saving throw or take 15 (3d8) necrotic damage on a failure, or half on a success.


Abyssal Strike. Ranged Weapon Attack: +8 to hit, range 40/120 ft., one target. Hit (1d6 + 3) piercing damage plus 2d4 necrotic damage.


Whispers of Madness. Up to three creatures that Tasha’s Kiss can see within 60 ft. must make a DC 17 Wisdom saving throw or take 7 (1d8 + 5) psychic damage and must immediately use its reaction, moving up to its speed, to make a melee weapon attack against a creature of the demon’s choice that she can see.

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