Large Fiend (Devil), Lawful Evil
Armor Class 17 (natural armor)
Hit Points 102 (12d8 + 48)
Speed 30 ft.
STR
20 (+5)
DEX
15 (+2)
CON
18 (+4)
INT
14 (+2)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws STR +9, CON +8, CHA +6
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire
Condition Immunities Charmed
Senses Darkvision 120 ft., Passive Perception 11
Languages Common, Infernal, Telepathy 120 ft.
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Devil's Sight. Magical darkness doesn't impede the Baddonix's darkvision.

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

Steadfast. Baddonix cannot be frightened while it can see an allied creature.

Actions

Multiattack. Baddonix makes two attacks with its chains or, if able, burns targets grappled by his chains.

Chain. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) slashing damage. The target is grappled (escape DC 15) if Baddonix can grapple two targets, one with each of his chains. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.

Flaming Chains (Recharges 6). Creatures grappled by Baddonix must make a DC 15 Dexterity save, taking 28 (8d6) fire damage on a failed save, or half as much on a successful one.

Reactions

Unnerving Mask. When a creature Baddonix can see starts its turn within 30 feet of the him, Baddonix can create the illusion that it looks like one of the creature's departed loved ones is being flayed alive. If the creature can see Baddonix, it must succeed on a DC 15 Wisdom saving throw or be stunned until the end of its turn.

Previous Versions

Name Date Modified Views Adds Version Actions
5/24/2019 1:22:52 AM
85
2
--
Coming Soon
11/15/2020 4:40:56 PM
170
3
--
Coming Soon

Monster Tags: Devil

TaAj88

Comments

Posts Quoted:
Reply
Clear All Quotes