Bolstering will. Any creature allied to the war devil within 10ft of the war devil has advantage on all attack rolls.
Siege Monster. The war devil deals double damage to objects and structures
Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Multiattack. The devil makes three attacks one its trident and two with its claws.
Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 14 (2d6 + 7) slashing damage.
Trident. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 25 (4d8 + 7) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 20 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 20 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Command allies(once per day). Any creature the war devil see's as an ally within 30ft can use there reaction to make an attack on the closest creature immediately after the war devil uses this ability.
Description
CHAMPIONS OF THE NINE HELLS, war devils obey only pit fiends and archdevils. They also lead lesser devils in forays against those who stand in the way of their masters’ plans. War devils brought to the mortal world sometimes arise as warmasters or generals, leading the armies of evil mortal tyrants.
War devils take a form similar to a large bulky horned devil with oni like tusks and horns. Their powerful tridents are formed from Baartorian steel and their will to lead and take the next step into the form of an ice devil.
Previous Versions
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11/22/2020 11:22:29 PM
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