Gardon Legionary of the Good Fiend (5e Creature)
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Large fiend (gardon), lawful good
Saving Throws Dex +9, Con +9
Magic Resistance. The gardon has advantage on saving throws against spells and other magical effects.
Magic Weapons. The gardon's weapon attacks are magical.
Devils Sight. Magical darkness doesn't impede the gardon's darkvision.
Multiattack. The gardon makes three attacks: one with its claw, one with its mace, and one with its tail.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (3d6 + 6) piercing damage. The target must succeed on a DC 19 Constitution saving throw or become poisoned. While poisoned in this way, the target can’t regain hit points, and it takes 10 (3d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (1d8 + 6) slashing damage.
Mace. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (1d6 + 6) bludgeoning damage and (3d6) fire damage
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (2d10 + 6) piercing damage.
A pit fiend was summoned by an evil gnomish wizard to do his bidding but the spell went wrong and they switched forms the pit fiend tried to get his proper form back by studying magic after many years the pit fiend became an archmage and took his own form back bringing his skill as a wizard into his new for but during his time as a gnome he grew to care for humanoids and slowly became good he used his power to create the Gardon race (see Becoming a Deity: True Polymorph)
i am new at making monster stats please give me advice on how to better balance this