Medium Humanoid (Tiefling), Lawful Evil
Armor Class 17
Hit Points 153 (18d8 + 72)
Speed 30 ft.
STR
17 (+3)
DEX
13 (+1)
CON
18 (+4)
INT
12 (+1)
WIS
15 (+2)
CHA
20 (+5)
Saving Throws STR +6, CHA +8
Skills Intimidation +7, Perception +5, Persuasion +7
Damage Vulnerabilities Bludgeoning, Psychic
Damage Resistances Cold, Fire, Poison
Condition Immunities Charmed
Senses Darkvision 120, Passive Perception 15
Languages Common, Infernal
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Vulnerable. Captain Mephistopheles has made bargains to bolster his strengths, the costs of these give the tie fling vulnerability to psychic and bludgeoning damage. 

Indomitable. The Captain has advantage on saving throws against effects that cause his to become frightened. 

Infernal Escape. A reward for his service, Mephistopheles is able to innately cast dimension door. To do so, he must succeed a DC 18 Persuasion check, or the spell fails and he is unable to attempt it again until the next dawn. 

Actions

Multi-attack. The Captain makes two attacks with the whip, or one with the harpoon and one with the whip.

Resounding Whip. Melee Weapon Attack (whip): +6 to hit, reach 10 ft., 1 target. Hit: 5 (1d4 + 3) slashing damage. The target, and all hostile creatures within 10ft of the target, must make a DC 16 Constitution saving throw, taking 16 (3d10) thunder damage on a failed save, or half as much on a success. 

Harpoon. RangedWeapon Attack: +6 to hit, range 20/60 ft., 1 target. Hit: 8 (1d10 + 3) piercing damage and the target must make a DC 14 Strength saving throw or be pulled 20 ft toward the Captain. While the harpoon is in the target, they cannot move further from the Captain and must use and action to make a DC 14 Strength check to remove it. 

Call to Arms. The Captain uses a bonus action to call out to his crew to do better. Each allied creature within 30ft of the Captain can use their reaction to move up to half their speed and make a single attack. 

Reactions

Imposing Boss. When an ally of the Captain within 30ft misses with an attack, the Captain can use a reaction to berate them ruthlessly. The creature can re-roll the attack. If this second roll also misses, the creature suffers 7 (2d6) points of psychic damage in shame.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

Enter a general description for your monster here.

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.

AlexandreSai

Comments

Posts Quoted:
Reply
Clear All Quotes