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.
Multiattack.The archdevil makes three melee attacks.
Greatsword. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) slashing damage plus 3d8 fire damage.
Unarmed Strike. Melee Weapon Attack: +18 to hit, range 5 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage, and the creatures armor class is reduced by 1.
Parry. The archdevil adds 6 to its AC against one melee attack that would hit it. To do so, the archdevil must see the attacker and be wielding a melee weapon.
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.
Regeneration. The archdevil regains 20 hit points at the start of its turn if it has at least 1 hit point and is in the Shadow Realm.
Disarm. The archdevil makes a melee attack +16 to hit, range 5 ft., the target must make a DC 20 Strength saving throw or be disarmed.
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 Hyem patrols her fortress regularly.
Regional Effects
The region containing Hyem's fortress is controlled by her forces, which create one or more of the following effects:
- The land within 6 miles of the fortress is scattered with rotting corpses and remains of humanoids.
- The land within 6 miles of the fortress is filled with demons and devils.
- The mines near the fortress shed dim light in a 3 mile radius, emitting a strange odor.
- Small earthquakes are common within 6 miles of the fortress.
- Rocky fissures within 1 mile of the fortress form streams of lava dealing 2d6 fire damage within a 30 ft. radius.
If the archdevil dies, these effects fade over the course of 4d10 days or until her position is filled by a new leader.
Comments