CR 6 – Fiend – Diplomatic Fiend
Tier 2 play
**Monster Name:** Diplomatic Fiend
**Size, Type, Alignment:** Medium, Fiend, Lawful Evil
**Core Stats:** Armor Class (AC) 15, Hit Points (HP) 85, Speed 30 ft.
**Ability Scores:**
Strength 14 (+2),
Dexterity 16 (+3),
Constitution 14 (+2),
Intelligence 18 (+4),
Wisdom 12 (+1),
Charisma 20 (+5)
**Proficiencies:** Saving Throws: Charisma +8, Intelligence +7; Skills: Deception +8, Persuasion +8, Insight +5
Damage Resistances: Psychic; Damage Immunities: Fire, Poison; Condition Immunities: Charmed, Frightened
**Senses:** Darkvision 60 ft., Passive Perception 12
**Languages:** Common, Infernal, Telepathy 60 ft.
**Challenge Rating (CR):** 6
**Special Abilities:**
– **Charm of Influence:** As an action, the Diplomatic Fiend can target one creature within 30 feet. The target must succeed on a DC 16 Wisdom saving throw or be charmed for 1 minute. The charmed target regards the fiend as a trusted friend.
– **Infernal Negotiation:** Once per day, the fiend can cast *Suggestion* without using a spell slot.
**Actions:**
– **Multiattack:** The Diplomatic Fiend makes two attacks: one with its Infernal Whip and one with its Persuasive Gaze.
– **Infernal Whip:** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 7 (2d6) fire damage.
– **Persuasive Gaze:** Ranged Spell Attack: +8 to hit, range 30 ft., one target. Hit: The target must succeed on a DC 16 Wisdom saving throw or be incapacitated until the end of its next turn.
– **Fiendish Aura (Recharge 5-6):** The fiend releases an aura of infernal energy in a 15-foot radius. Creatures within the area must succeed on a DC 16 Constitution saving throw or take 21 (6d6) psychic damage and be frightened until the end of their next turn.
**Description:** The Diplomatic Fiend is a cunning and manipulative entity that thrives on chaos and discord among mortals. Originating from the depths of the Nine Hells, it uses charm and deception to influence those around it, often inciting conflict for its own amusement. The fiend prefers to negotiate and persuade rather than engage in direct combat, employing its abilities to turn foes against each other. In battle, it uses its whip to deal damage while simultaneously attempting to incapacitate key opponents, ensuring its survival and dominance in any encounter.