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In my campaign, there is a demon trapped in an artifact and forced to grant wishes. Though generally I rule wishes by intent and not trickery, this demon is of the monkey's paw variety and actively tries to turn the wish against the wisher. Because of the havoc that the artifact is currently causing, the party is prepared to destroy the artifact but this will have the downside of releasing the demon. I have created the demon but would appreciate commentary since I am not use to creating a monster at this level plus I am also trying something a bit different in how it does combat. Since the idea of the monkey's paw style of thinking is turning what a person does against them (or their allies), I am trying to have him not attack physically (despite giving him a weapon as a backup) but to redirect their actions in various ways. Also, given the spells listed, he comes from a strong magical background and relies more on that. The party has four 11th level characters though they handle CRs above that pretty easily (between their long experience in building characters and my choices in running the game).
Almost forgot: The spell Shared Pain mentioned is a non-consensual variant of Warding Bond where the recipient takes half the damage of the caster and neither party gets AC or saving throw benefits. Magus is a campaign setting language for magic.
So...too much, too little, anything that you might do a bit differently?
-----------EDIT----------- Monkey King
Medium fiend, chaotic evil
Hit Points 157 (15d10 + 75)
Speed 40 ft.
Saving Throws Wis+8, Cha+11
Skills Deception+11, Intimidation+11, Persuasion+11
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 13
Languages Magus, telepathy 120 ft.
Challenge (0 XP)
Proficiency Bonus 4
Armor Class 20 (natural armor)
STR 15,,DEX 22, CON 15, INT 15, WIS 18, CHA 24
The Monkey King's spellcasting ability is Charisma (spell save DC 16). The Monkey King can innately cast the following spells, requiring no material components: • At will: Vicious Mockery, Detect Magic, Dispel Magic • 3/day: Dissonant Whispers, Tasha's Hideous Laughter • 2/day: Suggestion, Crown of Madness, Phantasmal Force, Mirror Image, Major Image, Phantasmal Killer , Shared Pain • 1/day each: Confusion, Hypnotic Pattern, Mislead
The Monkey King has advantage on saving throws against spells and other magical effects.
The Monkey King can take one reaction on every turn in a combat.
The Monkey King's weapon attacks are magical.
Can speak mentally with those around him and read surface thoughts.
Due to being able to read surface thoughts of his opponents, the Monkey King adds his Wisdom bonus in addition to his Dexterity bonus to his Armor Class.
The Monkey King makes four attacks with any combination of his maul or unarmed strikes. Alternatively, it makes two melee attacks and casts one spell.
Melee Weapon Attack:+8, Reach 5 ft., one target Hit: 11 (2d6 + 4) bludgeoning damage
Unarmed Strike. Melee Weapon Attack:+8, Reach 5 ft., one target Hit: 9 (2d6 + 2) bludgeoning damage
If a creature casts a wish spell within the Monkey King's hearing, he can adjust it away from the caster's intent.
If a creature is about to attack, the Monkey King can goad them. On a failed Wisdom save, the attacker is at disadvantage. If the attacker misses, the original (without disadvantage) attack roll is misdirected to a creature adjacent to the Monkey King that is within range of the attacker.
If a creature moves through any space adjacent to the Monkey King, he can attempt to trip them.
If a creature attempts to cast a spell on spell directly on the Monkey King (i.e. not an area of effect), he can make a Charisma saving throw against the caster's DC to redirect the spell's target to other creature besides the caster within the spell's range.