Large Fiend (Devil), Chaotic Evil
Armor Class 30 natural armor
Hit Points 1300 (50d12 + 1000)
Speed 50 ft.
STR
30 (+10)
DEX
27 (+8)
CON
30 (+10)
INT
28 (+9)
WIS
23 (+6)
CHA
30 (+10)
Saving Throws STR +19, DEX +17, CON +19, INT +18, WIS +15, CHA +19
Skills Deception +20, Intimidation +20, Perception +20
Damage Resistances Cold, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Senses Darkvision, Truesight, Passive Perception 25
Languages Abyssal, Common, Infernal, Telepathy
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

magical weapons. all of his weapons are classified as magical and deal an extra 5d8 fire damage.

legendary resistance. if abysson fails a saving throw it can choose to save. it can only do this 3 times per day.

magic resistance.abysson has advantage on all saving throws.

regeneration: at the beginning of its turn it regains 30 hit points unless it took cold damage. it can only die if it did not take any cold damage or if the killing blow did radiant damage.

 

Actions

multiattack: the abysson makes 3 attacks

claw. Melee Weapon Attack: +20 to hit, reach 5 ft., 1 target. Hit: 30 (5d8 + 10) slashing damage and 20(5d8) fire damage and must succeed a dc 25 constitution saving throw or take an additional 20(5d8) poison damage. 

greatsword. Melee Weapon Attack: +20 to hit, reach 10 ft., 1 target. Hit: 40(5d12 + 10) slashing damage and 20(5d8) fire damage. 

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

seallord

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