Devil's Sight. Magical darkness doesn't impede the claviger devil's darkvision.
Magic Siphon. Any magical item that comes in contact with the claviger devil has its power siphoned. A weapon that deals damage to the claviger devil takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed.
Multiattack. The claviger devil can make two bite attacks.
Bite. Melee Weapon Attack: +# 5 to hit, reach 5 ft., one target. Hit:10 (2d6+3) piercing damage.
Infernal Howl (Recharge 5-6). Every mouth tatto on the claviger devil's body lets out an earth-shaking howl. Each creature within a 15 ft. radius of the claviger devil must make a DC 13 Constitution saving throw, taking 2d10 thunder damage on a failed save, or half as much on a success.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Adorned with a monocle over an eye held fast by overgrown flesh, and with a pale reddish body covered in glowing animated tattoos of mouths lined with sharp teeth, these creatures hunger for residuum - raw magic.
Claviger devil's have the ability to transform magic into liquid arcane essence. Devouring it lets them stave off their hunger for a time but eventually become sickened by the residuum and have to expel it.
The animated mouths on a claviger devil's body can be used to store things. Frequently, a claviger devil will keep parchment, quills, ink, and art supplies in the many infernal compartments.
Often, corpses are their canvas. They enjoy killing a mortal and then tattooing an infernal image on the victim's back or chest. Each claviger devil has its own motif, including skulls, sigils, poems written in a type of jagged calligraphy, or landscapes.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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