Large Fiend (Devil), Lawful Evil
Armor Class 16 Natural armor
Hit Points 172 (16d10 + 80)
Speed 50 ft., swim 60 ft., burrow 20 ft., fly 60 ft.
STR
23 (+6)
DEX
12 (+1)
CON
20 (+5)
INT
15 (+2)
WIS
9 (-1)
CHA
21 (+5)
Saving Throws STR +10, CON +9, INT +6, WIS +3
Skills Athletics +10, Perception +3, Stealth +5
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Cold, Piercing, Poison, Psychic
Condition Immunities Charmed, Frightened, Poisoned, Stunned
Senses Darkvision 120 ft, Passive Perception 13
Languages All
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Fear aura. Each creature within 30ft of the xerfilstyx must make a DC 16 Charisma saving throw or be frightened whilst within the aura. 

Blood drain. When the xerfilstyx hits with a tail attack as a bonus action it can drain 1d12 hit points and stores them up max of 20d12. 

Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.

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

Magic Weapons. The xerfilstyx's weapon attacks are magical.

Toss. After dashing as a bonus action the xerfilstyx can make an apposed strength check to throw a creature 25ft in any direction of their choice if they succeed. 

Knowledgeable. The xerfilstyx is immune to the effects of the river styx and gains memories of creatures who have touched the waters meaning it gains advantage on all religion, history and intelligence checks. 

Regeneration. The xerfilstyx regains 5 hit points at the start of its turn. If the xerfilstyx takes radiant damage, this trait doesn’t function at the start of the xerfilstyx’s next turn. The xerfilstyx dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Innate Spellcasting. The xerfilstyx’s innate spellcasting ability is Charisma (DC 17). It can innately cast the following spells, requiring no material components:

  • At will: charm person, cone of cold, confusion, detect good and evil, detect magic, dispel magic, hold person, ice storm, legend lore, magic circle, major image, suggestion, telekinesis, wall of ice
  • 3/day: symbol
  • 1/day: foresight

 

Actions

Multi attack. The xerfilstyx makes two claw attacks, one bite attack, one tail and also one horn attack. 

Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 13 (3d4 + 6) slashing damage. 

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 15 (2d8 + 6) piercing damage. 

Tail. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 17 (2d10 + 6) bludgeoning damage and the xerfilstyx can make a grapple check and if the target is still grappled by the start of their next turn the target is subjected to the blood draining ability until they break free with an apposed strength check. (during this the target is in the same square as the xerfilstyx). 

Horn. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 16 (3d6 + 6) bludgeoning damage. 

Styx breath. The xerfilstyx spews a 50ft cone of scalding blood mixed with the water of the river styx and each creature within the range must make a DC 17 Dexterity saving throw or take psychic damage equal to the amount of d12s drained from creatures from the blood drain effect within the past hour, on a successful save a creature takes half damage. 

Description

Xerfilstyxes are the stealers of memories and the keepers of thoughts. Lairing mostly on the banks of the River Styx in Avernus, the first layer of Baator, they keep guard over its shores. Xerfilstyxes resemble “classic” devils from the waist up. They have a muscular, humanoid torso and arms, and their heads feature both a large, toothy maw and two massive black horns that sprout from their foreheads. Their hands have large, hooked claws, and giant blue bat wings grow from a xerfilstyx’s back. From the waist down, these devils look like giant slugs. Their lower bodies drag behind them on the ground, leaving a thick, slippery trail of slime wherever they go. Their skin is a near-translucent, sickly blue. Running all over their bodies, and vividly visible beneath their skin, are massive veins that pulse red the color of blood. Xerfilstyxes are totally mad. They swim frequently in the River Styx, and the constant bombardment of the memories of the lost souls that come to Baator has long since driven each member of the race to insanity. They take umbrage with any creature that tries to gain access to the river, often observing such individuals from a distance to gauge their strength before attacking with a furious vengeance. Even other devils tend to avoid xerfilstyxes, since the xerfilstyxes’ insanity makes them very unpredictable, especially for the lawful denizens of Baator.

Previous Versions

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11/23/2020 9:02:33 PM
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12/28/2020 12:42:03 AM
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Monster Tags: Devil

drdeatheer

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