Medium Fiend (Devil), Neutral Evil
Armor Class 17 (natural armor)
Hit Points 162 (14d10 + 85)
Speed 30 ft.
STR
17 (+3)
DEX
19 (+4)
CON
17 (+3)
INT
16 (+3)
WIS
16 (+3)
CHA
21 (+5)
Saving Throws DEX +8, INT +7, WIS +7, CHA +9
Skills Acrobatics +4, Arcana +6, Deception +7
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Poison
Senses Darkvision 120 ft., Passive Perception 15
Languages Common, Infernal
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Devil's Sight. Magical darkness doesn't impede Alzzin's darkvision.

Special Equipment. Alzzin wields a Azshara's Necklace.

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

Sleepless Reveler. Magic can’t put the satyr to sleep.

Legendary Resistance (3/Day). If Alzzin fails a saving throw, he can choose to succeed instead.

Shapechange. As bonus action Alzzin can change his shape to Wolf, Tree or come back to his natural form. In Wolf form he gains next abilities:

  • Pack Tactics;
  • speed increased by 10ft;
  • advantage on Dex and Str saves;
  • advantage on Wisdom (Perception) checks that rely on hearing or smell.
    In Tree form:
  • he gains 1d10 temporary hit points at the end of his turn;
  • 15ft radius around Alzzin becomes difficult terrain;
  • advantage on Wis and Con saves.

Alzzin reverts his form if takes more than half of his hit points.

 

Actions

Multiattack. Alzzin makes two attacks per round.

Hurl Flame. Ranged Spell Attack: +9 to hit, range 150 ft., one target. Hit: 9 (2d8) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

Bite (Wolf form only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Slam (Tree form only). Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.

Curse. Alzzin curses the target with any of curses below. DC of this curses is 17. Curse duration is 1 minute or until dispelled with Remove Curse or same magic.

  1. Target can't make both action and bonus action, only one;
  2. Target has disadvantage on attacks;
  3. Target takes 1d8 necrotic damage more from all sources;
  4. Target has disadvantage on attacks and saving throws;
  5. Target's speed halved;
  6. Target loses its highest level spell slot.

 

Legendary Actions

Alzzin 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. Alzzin regains spent legendary actions at the start of his turn.

Attack. Alzzin makes one attack.

Control bones. Alzzin can change height of any count of pillars made by his lair ability Erupting Earth.

Curse (Cost 2 actions). Alzzin uses one of his curses on a random target.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), Alzzin takes a lair action to cause one of the following effects; Alzzin use Erupting Earth ability first and then use Call to Arms ability untill he dies rerolling equal foes:

Monster Tags: Devil

JunkTurkey

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