Medium Fiend (Human), Lawful Neutral
Armor Class 21 Natural Armor
Hit Points 243 (18d10 + 144)
Speed 30 ft.
STR
26 (+8)
DEX
22 (+6)
CON
26 (+8)
INT
25 (+7)
WIS
25 (+7)
CHA
30 (+10)
Saving Throws INT +14, WIS +14, CHA +17
Skills Persuasion +12
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned, Unconscious
Senses Truesight, Passive Perception 24
Languages Common, Draconic, Giant
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Hellish Aura. Any creature hostile to the archdevil that starts its turn within 20 feet of the archdevil must make a DC 18 Wisdom saving throw, unless the archdevil is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the archdevil's Hellish Aura for the next 24 hours.

Magic Resistance. The archdevil has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The archdevil makes four attacks: two with its dagger, and two with its unarmed strike.

Dagger. Melee or Ranged Weapon Attack: +14 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 22 (4d6 + 8) piercing damage, and the creature must succeed on a DC 13 Constitution saving throw or be stunned for 1 minute.

Unarmed Strike. Melee Weapon Attack: +12 to hit, range 5 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage, and the creatures armor class is reduced by 1.

Legendary Actions

The archdevil can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The archdevil regains spent legendary actions at the start of its turn.

Summon Horned Devil.The archdevil magically summons a horned devil with a fork. The horned devil appears in an unoccupied space within 60 feet of the archdevil. The horned devil remains until the archdevil dies or until he dismisses it as an action

Drain (Costs 2 Actions). The archdevil can target one creature it can see within 30 feet of it. The target must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.

Lair and Lair Actions

Archdevils reside in fortresses in the Shadow Realm. The archdevil Hior's lair is an office at the top of his fortress. The lair is filled with magic items hidden as decorations or mundane objects.

Lair Actions

On initiative count 20 (losing initiative ties), the archdevil takes a lair action to cause one of the following effects; the archdevil can’t use the same effect two rounds in a row:

  • A pocket watch that acts as the Time Stop spell when activated.
  • A ring that deals 6d10 +8 necrotic damage and 1d8 cold damage when touched, the target must succeed on a DC 14 Constitution saving throw or the max. HP is reduced equal to the damage taken.

 

Monster Tags: NPCDevil

Habitat: Urban

OldinDerBelesene

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