Master of Hell. While within 60 feet of the archvile, any devil ally of the archvile makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there.
Magic Resistance. The archvile has advantage on saving throws against spells and other magical effects.
Magic Weapons. The archvile's weapon attacks are magical.
Innate Spellcasting. The archvile's spellcasting ability is Charisma (spell save DC 21). The archvile can innately cast the following spells, requiring no material components:
At will: detect magic, charm person
3/day each: fireball, wall of fire
Multiattack. The pit fiend makes three attacks with its claws or two fire ray attacks.
Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage plus 21 (6d6) fire damage.
Fire Ray. Ranged Spell Attack: +13 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage, and the target is doused in flames, taking 1d6 fire damage at the start of its next turn.
Commander of Hell (Recharge 5-6). Each creature that is a devil of the archvile's choice that is within 60 feet of it, can hear it, and not already affected by Commander of Hell gains advantage on attack rolls until the start of the archvile's next turn. The archvile can then make one attack as a bonus action
Summon Devils (1/Day). The archvile summons 1d8 bearded devils, 1d4 merregons, or 2 hell knights. The summoned devils appear in an unoccupied space within 60 feet of the archvile, acts as an ally of the archvile, and can't summon other devils. It remains for 1 minute, until it or the archvile dies, or until the archvile dismisses it as an action.
Fiery Teleport (Recharge 5-6). The archvile, along with any objects it is wearing or carrying, teleports up to 60 feet to an unoccupied space it can see. Each creature within 10 feet of the archvile before it teleports takes 15 (3d10) fire damage.
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Posted Mar 6, 2024Holy shit its the archvile from doom