Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Multiattack. Asaris can make up to two attacks in a round: two melee, or 1 spell 1 melee.
Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Spellcasting.
- (LVL 1) - Charm Person, Inflict Wounds, Sleep, Witch Bolt
- (LVL 2) - Flame Blade, Shatter
- (LVL 3) - Bestow Curse, Lightning Bolt
- (LVL 4) - Confusion, Wall of Fire
- (LVL 5) - Immolation
- (LVL 6) - Harm
- (LVL 7) - Fire Storm
Condition: Every time a spell is cast, his physical form decreases in time. Meaning, he can cast 4 -5 spells per day only.
Legendary Action: Asaris in his current form can choose to automatically save on any roll only once per week.
Comments