Devil's Sight. Magical darkness does not impede Alqadr's darkvision.
Innate Spellcasting. Alqadr's innate spellcasting ability is Charisma (spell save 20, +12 to hit). She can cast the following spells, requiring no material components.
At Will: Burning Hands (at 6th level), Charm Person, Disguise Self, Hellish Rebuke (at 3rd level)
5/day each: Darkness, Heat Metal (at 5th level), Fireball (at 7th level)
3/day each: Fear, Wall of Fire (at 7th level)
1/day each: Power Word Stun
Infernal Regeneration. At the start of her turn, Alqadr regains 20 lost hit points, which is negated if anytime before her last turn she took radiant damage. Alqadr only dies if she starts her turn with 0 hit points and doesn't regenerate.
Infernal Smite. When Alqadr hits creature with a weapon attack, she may expend one use of her Innate Spellcasting ability to deal additional fire or necrotic damage to the target, in addition to the weapon's damage.
5/Day: 3d8
3/Day: 5d8
1/Day: 7d8
Magic Resistance. Alqadr has advantage on saving throws against spells and other magical effects.
Magic Weapons. Alqadr's weapons are magical.
Brimstone Blessing. No matter what Alqadr says, magic that would determine if she's telling the truth indicates that she is being truthful if she chooses, and she cannot be compelled to tell the truth by magic.
Additionally, Alqadr has advantage on Charisma (Deception) and Charisma (Persuasion) checks in attempts to have mortals join pacts or contracts with herself or other devils.
Legendary Resistance (2/day). If Alqadr fails a saving throw, it can choose to succeed instead.
Multiattack. Alqadr makes three attacks: two with her Warhammer of Dis and one with her tail.
Warhammer of Dis. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) bludgeoning damage plus 10 (3d6) fire damage.
If a humanoid dies by an attack from this weapon, their soul is taken from them and stored in a vial on Alqadr's pouch. While their soul is on Alqadr's person, they cannot be revived by regular means, short of a wish spell.
Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 12 (2d6+6) piercing damage plus 7 (2d6) fire damage. The target must then make a DC 20 Strength saving throw and become grappled on a failure. This grapple ends is Alqadr attacks another creature with her Tail attack or uses The War Isn't Over Yet!.
Hellfire Weapon (Recharge 4-6). Alqadr slams her weapon into the ground, unleashing a line of hellfire 5 feet wide and 30 feet long. Each creature in that line must make a DC 20 Dexterity saving throw, taking 42 (12d6) fire damage if failed and half if saved, and also falls prone regardless if they succeeded the save.
The War Isn't Over Yet!. Alqadr may attempt to instill fear and a sense of duty into the fledgling devils around her. She may deal 2d6 piercing damage to up to three fiends (devil) of lesser CR within 10 ft, and if she does the creature(s) has advantage on all attack rolls and saving throws until the end of its next turn.
Hellgate. As a bonus action, Alqadr may teleport herself and any friendly, willing creatures within 30 feet of her to another location within 30 feet of the original position.
Summon Devils (1/Day). Alqadr summons 2d4 bearded devils and 1d4 barbed devils. A summoned devil appears in an unoccupied space within 60 feet of her, acts as an ally of her and can't summon other devils. It remains for l minute, until Alqadr dies, or until its summoner dismisses it as an action.
Alqadr 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. She regains spent legendary actions at the start of its turn.
Attack. Alqadr makes one attack, either with her Warhammer of Dis or her Tail.
Teleport. Alqadr uses Hellgate.
Cast a Spell (Costs 2 Actions). Alqadr casts one spell from her Innate Spellcasting trait.
Description
Lair and Lair Actions
3 phases -> every 75 HP something happens?
At 225 HP -> Fly up into the air (taking all opportunity attacks or other reactions) and force a WIS save, on a fail everyone becomes Special Frightened (regular + taking minimal psychic dmg and at end of turns after?), then if save effect is gone. If first save successful still frightened?
at 150 HP -> Warhammer of Dis gains thrown property 40/80 ft., and returns to hand immediately afterward. Hellgate goes to 60/30
at 75 HP -> Gains balor similar aura? (at start of creature's turn, take 3d6 fire dmg within 10 ft and 3d6 fire dmg if touched or melee attacked)
Previous Versions
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12/31/2020 1:38:19 AM
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9
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Coming Soon
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1/2/2021 2:58:45 AM
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17
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Coming Soon
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