Medium Fiend (Devil), Lawful Evil
Armor Class 19 Plate
Hit Points 125 (13d10 + 60)
Speed 60 ft., fly 30 ft., climb 15 ft.
STR
18 (+4)
DEX
20 (+5)
CON
10 (+0)
INT
16 (+3)
WIS
20 (+5)
CHA
14 (+2)
Saving Throws DEX +9, WIS +9
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Fire
Condition Immunities Frightened
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 18
Languages Abyssal, Infernal, Celestial, Sylvan, Dwarvish and Common
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

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.

Seen it All. The devil can't be frightened.

Hunter's Dedication. The devil can't become exhausted when it's target is still alive.

Adamantine Breastplate. Any critical hit against the devil becomes a normal hit.

Adamantine Glaive. While attuned to this weapon the devil can stand on and move across water as if it were solid ground. The devil also has advantage on attack rolls against water elementals, and they have disadvantage on attack rolls against the devil.

Actions

Adamantine Glaive. The devil can cast ony of the following spells using the charges of the Adamantine Glaive.

  • dominate monster on a water elemental (1 charge).
  • create or destroy water (1 charge)
  • control water (2 charges)
  • ice storm (2 charges)
  • wall of ice (3 charges)

Amulet of the Planes. While wearing this amulet, the devil can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, the devil casts the plane shift spell. On a failure, the devil and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1–60, you travel to a random location on the plane you named. On a 61–100, you travel to a randomly determined plane of existence.

Multiattack. The devil makes three attacks: one with its claws and two with its glaive. The attacks can be on different target as long as they are in combat range.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 4 (1d8 + 5) slashing damage. 

Winged Attack. Melee Weapon Attack: +8 to hit, reach 15 ft., any targets in 15 ft. cone in front of the devil. Hit: 3 (1d4 + 5) force damage. The devil creates a heavy gust of wind with his wings. All creatures within a 15ft. cone in front of the devil must make a DC 15 Constitution saving throw. If any fail, they get knocked prone and they take damage. On a succes the creatures will get damaged by half the amount of damage. The devil can use his bonus action this round to do any of his melee weapon attack's on all creatures that got knocked prone by this ability. Every creature can only get hit once.

Adamantine Glaive. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 5 (2d6 + 5 versatile 1d8 + 5) slashing or bludgeoning damage, depending on if the attack is made with one of the blades or with the staff of the glaive. 

Vicious Shortbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., 1 target. Hit: # (1d6 + 12) piercing damage.

Reactions

Unnerving Mask. When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.

Description

Adamantine Warriors are devils who were once rulers of one of the layers of hell. They were defeated and overruled by other devils or demon lords. To reclaim their power they have become supreme warriors. but as long as they aren't powerful and rich enough to claim their layer of hell back, they will do anything to obtain more power and possesions to get there.

Monster Tags: Devil

Habitat: Underdark

Svessa

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