CR 6 – Fiend – Dancefiend (1)
Tier 2 play
**Monster Name:** Dancefiend
**Size, Type, Alignment:** Medium, Fiend, Chaotic Neutral
**Core Stats:** Armor Class (AC) 15, Hit Points (HP) 85 (10d8 + 40), Speed 30 ft., Dance 60 ft.
**Ability Scores:**
Strength 14 (+2),
Dexterity 18 (+4),
Constitution 18 (+4),
Intelligence 12 (+1),
Wisdom 14 (+2),
Charisma 20 (+5)
**Proficiencies:** Saving Throws: Dex +7, Cha +8; Skills: Performance +8, Deception +8
Damage Resistances: Psychic, Fire; Damage Immunities: Charm; Condition Immunities: Charmed
**Senses:** Darkvision 60 ft., Passive Perception 12
**Languages:** Infernal, Common
**Challenge Rating (CR):** 6
**Special Abilities:**
– **Viral Dance Moves:** As a bonus action, the Dancefiend can force all creatures within 30 feet to make a DC 15 Wisdom saving throw or become charmed until the end of their next turn, compelled to mimic its dance.
– **Fiendish Rhythm:** When the Dancefiend is hit by an attack, it can use its reaction to impose disadvantage on the attack roll, causing the attacker to lose their balance.
**Actions:**
– **Multiattack:** The Dancefiend makes two attacks: one with its Dance of Blades and one with its Enchanting Performance.
– **Dance of Blades:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) slashing damage.
– **Enchanting Performance:** Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 18 (4d8) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or be incapacitated until the end of its next turn.
– **Dance Floor (Recharge 5-6):** The Dancefiend creates a 20-foot radius area of magical dance floor centered on itself for 1 minute. Creatures that start their turn in the area must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) psychic damage and be knocked prone.
**Description:** The Dancefiend is a whimsical yet dangerous creature, embodying the chaotic energy of dance and revelry. Originating from the chaotic realms of the Abyss, it delights in spreading joy and confusion through its infectious dance moves. In battle, it uses its agility and charm to outmaneuver foes, often leading them into a trance-like state. The Dancefiend prefers to engage in combat with flair, using its abilities to disorient and incapacitate opponents while maintaining a playful demeanor.