Deathwatch. The devil can discern how wounded or how healthy a creature within 60 feet of it is simply by looking at it. The devil can also see through any effect that would cause a creature to appear dead when it is still alive, or any magic that gives false information about the creature’s well-being.
Displacement. The devil projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the devil is incapacitated or has a speed of 0.
Soul Siphon. If a living creature dies within 10 feet of the devil, it gains 1d8 temporary hit points and advantage on all attack rolls for 1 minute. Incorporeal undead and living spirits travelling outside their body (such as a person using astral projection) take 4 1d8) points of necrotic damage each round within the devil’s aura.
Multiattack. The devil makes three attacks, one with its bite, and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 14 (2d6+7) piercing damage plus 18 (4d8) necrotic damage and the target is grappled (escape DC 16).
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 11 (1d8+7) slashing damage plus 18 (4d8) necrotic damage.
Devour Soul. The devil attempts to draw out and consume the soul of a living creature it has grappled. The creature must succeed on a DC 16 Constitution saving throw, or instantly die. If the soul is devoured, the devil gains temporary hit points equal to half of the creature’s remaining hit points when it is killed. This ability does not consume all of the creature’s soul. Fragments of it still linger after the devil completes its feast, meaning that the creature can be resurrected as normal.
Description
Astradaemons (pronounced AH-strah-day-mons) appear as ghostly, faintly phosphorescent, rail-thin humanoids with exaggeratedly long limbs. The fiends also have a seemingly random number of translucent tentacles trailing from their backs, shoulders, and upper arms, which wave and weave through the air. Their bizarre forms possess heads that are skeletal, elongated, and vaguely piscine, reptilian, or canine, always bearing hungry rictus grins. Wicked, curved claws sprout from their hands and feet, and each creature’s tail moves in rhythm with its tentacles, typically hanging toward the ground and almost doubling its length. They are particularly feared for their ability to consume and capture souls.
Astradaemons hunt the souls of deceased mortals in the Astral Plane and drag them back to The Nine Hells before they can be properly judged. They fly through the astral medium in loose packs, dutifully following orders from the archdevils but caring little for others of their own kind; rival packs of astradaemons have been known to tear each other to pieces.
In addition to stealing souls from the Astral, astradaemons also often serve more powerful daemons as assassins and executioners. They may be summoned by mortal spellcasters for the same purposes, but afterwards, summoned astradaemons seek out their former masters for revenge - either in this life or the next.
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Posted Nov 1, 2020courtesy of https://docs.google.com/document/d/1y5dvWlpBwZcVSXs2KvbezHvZQ60GuQMwCdQDJ7xdkEs/edit