Hellish Aura. Any creature hostile to the archdevil that starts its turn within 20 feet of the archdevil must make a DC 18 Wisdom saving throw, unless the archdevil is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the archdevil's Hellish Aura for the next 24 hours.
Magic Resistance. The archdevil has advantage on saving throws against spells and other magical effects.
Grace of the Archdevil. Any creature friendly towards the archdevil does not suffer effects of the Shadow Realm within it's land.
Multiattack.The archdevil makes three attacks.
Greatsword. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. (3d10 + 6) slashing damage plus 3d8 fire damage.
Hellish Flame. Ranged Spell Attack: +14 to hit, range 60 ft., one target. (3d8 + 8) fire damage.
Parry. The archdevil adds 6 to it's AC against one melee attack that would hit it. To do so, the archdevil must see the attacker and be wielding a melee weapon.
The archdevil 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. The archdevil regains spent legendary actions at the start of its turn.
Regeneration. Friendly creatures within 30 ft. of the archdevil regain 20 hit points each.
Hellish Jump.With a flourish of flame, the archdevil vanishes and reappears within 120 ft., leaving smoking dust scorched into the ground.
Drain (Costs 2 Actions). The archdevil can target one creature it can see within 30 feet of it. The target must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.
Lair and Lair Actions
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