Fear Aura. Any creature hostile to Azaroth's Devil that starts its turn within 20 feet of Azaroth's Devil must make a DC 19 Wisdom saving throw, unless Azaroth's Devil is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Azaroth's Devil's Fear Aura for the next 24 hours.
Magic Resistance. Azaroth's Devil has advantage on saving throws against spells and other magical effects.
Magic Weapons. Azaroth's Devil's weapon attacks are magical.
Innate Spellcasting. Azaroth's Devil's spellcasting ability is Charisma (spell save DC 19). Azaroth's Devil can innately cast the following spells, requiring no material components:
At will: detect magic, fireball, detect evil and good, detect thoughts
3/day each: hold monster, wall of fire, hold person
Multiattack. Azaroth's Devil makes four sword attacks.
Sword. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 18 (4d6) fire damage.
Multiattack. Azaroth's Devil makes 2 sword attacks.
Sword. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 18 (4d6) fire damage.
Spellcasting. Azaroth's Devil can cast hold monster or hold person as a reaction
Previous Versions
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3/21/2021 6:49:51 PM
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Coming Soon
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